@babylonjs/core 7.26.5 → 7.27.1
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 +2 -2
- package/Animations/animationGroup.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +5 -9
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Bones/skeleton.d.ts +2 -2
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/camera.d.ts +2 -0
- package/Cameras/camera.js +2 -0
- package/Cameras/camera.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.js +3 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/{abstractScene.d.ts → IAssetContainer.d.ts} +33 -6
- package/IAssetContainer.js +2 -0
- package/IAssetContainer.js.map +1 -0
- package/Layers/effectLayerSceneComponent.d.ts +6 -6
- package/Layers/effectLayerSceneComponent.js +3 -3
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/glowLayer.d.ts +3 -3
- package/Layers/glowLayer.js +2 -2
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +3 -3
- package/Layers/highlightLayer.js +2 -2
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layerSceneComponent.d.ts +5 -5
- package/Layers/layerSceneComponent.js.map +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.d.ts +6 -6
- package/LensFlares/lensFlareSystemSceneComponent.js +6 -6
- package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
- package/Lights/Shadows/shadowGeneratorSceneComponent.d.ts +3 -3
- package/Lights/Shadows/shadowGeneratorSceneComponent.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.d.ts +2 -2
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +2 -2
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/material.d.ts +2 -2
- package/Materials/material.decalMapConfiguration.d.ts +1 -1
- package/Materials/material.decalMapConfiguration.js +1 -1
- package/Materials/material.decalMapConfiguration.js.map +1 -1
- package/Materials/material.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +5 -0
- package/Materials/shaderMaterial.js +7 -0
- package/Materials/shaderMaterial.js.map +1 -1
- package/Maths/math.color.d.ts +20 -0
- package/Maths/math.color.js +41 -12
- package/Maths/math.color.js.map +1 -1
- package/Meshes/Builders/greasedLineBuilder.d.ts +16 -0
- package/Meshes/Builders/greasedLineBuilder.js +1 -1
- package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.d.ts +1 -0
- package/Meshes/Builders/groundBuilder.js +2 -2
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setPositionsBlock.d.ts +3 -0
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js +86 -1
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/nullBlock.d.ts +4 -0
- package/Meshes/Node/Blocks/Sources/nullBlock.js +8 -0
- package/Meshes/Node/Blocks/Sources/nullBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/planeBlock.d.ts +13 -0
- package/Meshes/Node/Blocks/Sources/planeBlock.js +41 -3
- package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/debugBlock.js +1 -1
- package/Meshes/Node/Blocks/debugBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryElbowBlock.js +1 -1
- package/Meshes/Node/Blocks/geometryElbowBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.d.ts +4 -0
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js +47 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
- package/Meshes/geometry.d.ts +2 -2
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/meshUVSpaceRenderer.d.ts +3 -2
- package/Meshes/meshUVSpaceRenderer.js +15 -3
- package/Meshes/meshUVSpaceRenderer.js.map +1 -1
- package/Misc/greasedLineTools.d.ts +3 -1
- package/Misc/greasedLineTools.js +17 -2
- package/Misc/greasedLineTools.js.map +1 -1
- package/Misc/index.d.ts +2 -0
- package/Misc/index.js +2 -0
- package/Misc/index.js.map +1 -1
- package/Misc/screenshotTools.js +3 -2
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/textureTools.js +20 -4
- package/Misc/textureTools.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +2 -2
- package/Morph/morphTargetManager.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +3 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +49 -10
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +2 -2
- package/PostProcesses/postProcess.js.map +1 -1
- package/Probes/reflectionProbe.d.ts +5 -5
- package/Probes/reflectionProbe.js +3 -3
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +8 -2
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.d.ts +2 -2
- package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +30 -0
- package/Rendering/geometryBufferRenderer.js +100 -18
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/prePassRendererSceneComponent.d.ts +2 -2
- package/Rendering/prePassRendererSceneComponent.js.map +1 -1
- package/Rendering/screenSpaceReflections2Configuration.d.ts +4 -0
- package/Rendering/screenSpaceReflections2Configuration.js +6 -2
- package/Rendering/screenSpaceReflections2Configuration.js.map +1 -1
- package/Rendering/subSurfaceSceneComponent.d.ts +2 -2
- package/Rendering/subSurfaceSceneComponent.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +28 -3
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/Shaders/geometry.fragment.js +4 -5
- package/Shaders/geometry.fragment.js.map +1 -1
- package/Shaders/iblShadowVoxelTracing.fragment.js +12 -2
- package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/Shaders/lod.fragment.js +2 -2
- package/Shaders/lod.fragment.js.map +1 -1
- package/Shaders/lodCube.fragment.js +2 -2
- package/Shaders/lodCube.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2.fragment.js +7 -2
- package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js +8 -1
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
- package/Shaders/spriteMap.fragment.js +18 -6
- package/Shaders/spriteMap.fragment.js.map +1 -1
- package/Shaders/spriteMap.vertex.js +1 -1
- package/Shaders/spriteMap.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +30 -4
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/ShadersWGSL/geometry.fragment.js +6 -7
- package/ShadersWGSL/geometry.fragment.js.map +1 -1
- package/ShadersWGSL/lod.fragment.d.ts +5 -0
- package/ShadersWGSL/lod.fragment.js +11 -0
- package/ShadersWGSL/lod.fragment.js.map +1 -0
- package/ShadersWGSL/lodCube.fragment.d.ts +5 -0
- package/ShadersWGSL/lodCube.fragment.js +30 -0
- package/ShadersWGSL/lodCube.fragment.js.map +1 -0
- package/ShadersWGSL/screenSpaceReflection2.fragment.js +7 -2
- package/ShadersWGSL/screenSpaceReflection2.fragment.js.map +1 -1
- package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js +8 -1
- package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
- package/Sprites/spriteMap.d.ts +16 -0
- package/Sprites/spriteMap.js +17 -0
- package/Sprites/spriteMap.js.map +1 -1
- package/assetContainer.d.ts +143 -3
- package/assetContainer.js +129 -8
- package/assetContainer.js.map +1 -1
- package/index.d.ts +0 -1
- package/index.js +0 -1
- package/index.js.map +1 -1
- package/node.d.ts +2 -2
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +99 -14
- package/scene.js +114 -23
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +3 -3
- package/sceneComponent.js.map +1 -1
- package/abstractScene.js +0 -117
- package/abstractScene.js.map +0 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"screenSpaceRayTrace.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"screenSpaceRayTrace.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiJd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"screenSpaceRayTrace\";\nconst shader = `fn distanceSquared(a: vec2f,b: vec2f)->f32 { \nvar temp=a-b; \nreturn dot(temp,temp); }\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nfn linearizeDepth(depth: f32,near: f32,far: f32)->f32 {\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nreturn -(near*far)/(far-depth*(far-near));\n#else\nreturn (near*far)/(far-depth*(far-near));\n#endif\n}\n#endif\n/**\n\\param csOrigin Camera-space ray origin,which must be \nwithin the view volume and must have z>0.01 and project within the valid screen rectangle\n\\param csDirection Unit length camera-space ray direction\n\\param projectToPixelMatrix A projection matrix that maps to **pixel** coordinates \n(**not** [-1,+1] normalized device coordinates).\n\\param csZBuffer The camera-space Z buffer\n\\param csZBufferSize Dimensions of csZBuffer\n\\param csZThickness Camera space csZThickness to ascribe to each pixel in the depth buffer\n\\param nearPlaneZ Positive number. Doesn't have to be THE actual near plane,just a reasonable value\nfor clipping rays headed towards the camera. Should be the actual near plane if screen-space depth is enabled.\n\\param farPlaneZ The far plane for the camera. Used when screen-space depth is enabled.\n\\param stride Step in horizontal or vertical pixels between samples. This is a var because: f32 integer math is slow on GPUs,but should be set to an integer>=1\n\\param jitterFraction Number between 0 and 1 for how far to bump the ray in stride units\nto conceal banding artifacts,plus the stride ray offset.\n\\param maxSteps Maximum number of iterations. Higher gives better images but may be slow\n\\param maxRayTraceDistance Maximum camera-space distance to trace before returning a miss\n\\param selfCollisionNumSkip Number of steps to skip at start when raytracing to avar self: voidnull collisions.\n1 is a reasonable value,depending on the scene you may need to set this value to 2\n\\param hitPixel Pixel coordinates of the first intersection with the scene\n\\param numIterations number of iterations performed\n\\param csHitPovar Camera: i32 space location of the ray hit\n*/\nfn traceScreenSpaceRay1(\ncsOrigin: vec3f,\ncsDirection: vec3f,\nprojectToPixelMatrix: mat4x4f,\ncsZBuffer: texture_2d<f32>,\ncsZBufferSize: vec2f,\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\ncsZBackBuffer: texture_2d<f32>,\ncsZBackSizeFactor: f32,\n#endif\ncsZThickness: f32,\nnearPlaneZ: f32,\nfarPlaneZ: f32,\nstride: f32,\njitterFraction: f32,\nmaxSteps: f32,\nmaxRayTraceDistance: f32,\nselfCollisionNumSkip: f32,\nstartPixel: ptr<function,vec2f>,\nhitPixel: ptr<function,vec2f>,\ncsHitPoint: ptr<function,vec3f>,\nnumIterations: ptr<function,f32>\n#ifdef SSRAYTRACE_DEBUG\n,debugColor: ptr<function,vec3f>\n#endif\n)->bool\n{\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nvar rayLength: f32=select(maxRayTraceDistance,(-nearPlaneZ-csOrigin.z)/csDirection.z,(csOrigin.z+csDirection.z*maxRayTraceDistance)>-nearPlaneZ);\n#else\nvar rayLength: f32=select(maxRayTraceDistance,(nearPlaneZ-csOrigin.z)/csDirection.z,(csOrigin.z+csDirection.z*maxRayTraceDistance)<nearPlaneZ);\n#endif\nvar csEndPoint: vec3f=csOrigin+csDirection*rayLength;*hitPixel= vec2f(-1.0,-1.0);var H0: vec4f=projectToPixelMatrix* vec4f(csOrigin,1.0);var H1: vec4f=projectToPixelMatrix* vec4f(csEndPoint,1.0);var k0: f32=1.0/H0.w;var k1: f32=1.0/H1.w;var Q0: vec3f=csOrigin*k0;var Q1: vec3f=csEndPoint*k1;var P0: vec2f=H0.xy*k0;var P1: vec2f=H1.xy*k1;\n#ifdef SSRAYTRACE_CLIP_TO_FRUSTUM\nvar xMax: f32=csZBufferSize.x-0.5;var xMin=0.5;var yMax=csZBufferSize.y-0.5;var yMin=0.5;var alpha: f32=0.0;if ((P1.y>yMax) || (P1.y<yMin)) {alpha=(P1.y-select(yMin,yMax,(P1.y>yMax)))/(P1.y-P0.y);}\nif ((P1.x>xMax) || (P1.x<xMin)) {alpha=max(alpha,(P1.x-select(xMin,xMax,(P1.x>xMax)))/(P1.x-P0.x));}\nP1=mix(P1,P0,alpha); k1=mix(k1,k0,alpha); Q1=mix(Q1,Q0,alpha);\n#endif\nP1+= vec2f(select(0.0,0.01,distanceSquared(P0,P1)<0.0001));var delta: vec2f=P1-P0;var permute: bool=false;if (abs(delta.x)<abs(delta.y)) { \npermute=true;delta=delta.yx;P0=P0.yx;P1=P1.yx; }\nvar stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f= vec2f(stepDirection,delta.y*invdx);var dQ: vec3f=(Q1-Q0)*invdx;var dk: f32=(k1-k0)*invdx;var zMin: f32=min(csEndPoint.z,csOrigin.z);var zMax: f32=max(csEndPoint.z,csOrigin.z);dP*=stride; dQ*=stride; dk*=stride;P0+=dP*jitterFraction; Q0+=dQ*jitterFraction; k0+=dk*jitterFraction;var pqk: vec4f= vec4f(P0,Q0.z,k0);var dPQK: vec4f= vec4f(dP,dQ.z,dk);*startPixel=select(P0.xy,P0.yx,permute);var prevZMaxEstimate: f32=csOrigin.z;var rayZMin: f32=prevZMaxEstimate;var rayZMax=prevZMaxEstimate;var sceneZMax: f32=rayZMax+1e4;var end: f32=P1.x*stepDirection;var hit: bool=false;var stepCount: f32;for (stepCount=0.0;(stepCount<=selfCollisionNumSkip) ||\n((pqk.x*stepDirection)<=end &&\nstepCount<maxSteps &&\n!hit &&\nsceneZMax != 0.0);pqk+=dPQK \n)\n{*hitPixel=select(pqk.xy,pqk.yx,permute);rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;if (rayZMin>rayZMax) { \nvar t: f32=rayZMin; rayZMin=rayZMax; rayZMax=t;}\nsceneZMax=textureLoad(csZBuffer,vec2<i32>(*hitPixel),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);\n#endif\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nvar sceneBackZ: f32=textureLoad(csZBackBuffer,vec2<i32>(*hitPixel/csZBackSizeFactor),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);\n#endif\nhit=(rayZMax>=sceneBackZ-csZThickness) && (rayZMin<=sceneZMax);\n#else\nhit=(rayZMax>=sceneZMax-csZThickness) && (rayZMin<=sceneZMax);\n#endif\n#else\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nvar sceneBackZ: f32=textureLoad(csZBackBuffer,vec2<i32>(*hitPixel/csZBackSizeFactor),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);\n#endif\nhit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax) && (sceneZMax != 0.0);\n#else\nhit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);\n#endif\n#endif\nstepCount+=1.0;}\npqk-=dPQK;stepCount-=1.0;if (((pqk.x+dPQK.x)*stepDirection)>end || (stepCount+1.0)>=maxSteps || sceneZMax==0.0) {hit=false;}\n#ifdef SSRAYTRACE_ENABLE_REFINEMENT\nif (stride>1.0 && hit) {pqk-=dPQK;stepCount-=1.0;var invStride: f32=1.0/stride;dPQK*=invStride;var refinementStepCount: f32=0.0;prevZMaxEstimate=pqk.z/pqk.w;rayZMax=prevZMaxEstimate;sceneZMax=rayZMax+1e7;for (;refinementStepCount<=1.0 ||\n((refinementStepCount<=stride*1.4) &&\n(rayZMax<sceneZMax) && (sceneZMax != 0.0));pqk+=dPQK)\n{rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;rayZMax=max(rayZMax,rayZMin);*hitPixel=select(pqk.xy,pqk.yx,permute);sceneZMax=textureLoad(csZBuffer,vec2<i32>(*hitPixel),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);\n#endif\nrefinementStepCount+=1.0;}\npqk-=dPQK;refinementStepCount-=1.0;stepCount+=refinementStepCount/stride;}\n#endif\nQ0=vec3f(Q0.xy+dQ.xy*stepCount,pqk.z);*csHitPoint=Q0/pqk.w;*numIterations=stepCount+1.0;\n#ifdef SSRAYTRACE_DEBUG\nif (((pqk.x+dPQK.x)*stepDirection)>end) {*debugColor= vec3f(0,0,1);} else if ((stepCount+1.0)>=maxSteps) {*debugColor= vec3f(1,0,0);} else if (sceneZMax==0.0) {*debugColor= vec3f(1,1,0);} else {*debugColor= vec3f(0,stepCount/maxSteps,0);}\n#endif\nreturn hit;}\n/**\ntexCoord: in the [0,1] range\ndepth: depth in view space (range [znear,zfar]])\n*/\nfn computeViewPosFromUVDepth(texCoord: vec2f,depth: f32,projection: mat4x4f,invProjectionMatrix: mat4x4f)->vec3f {var xy=texCoord*2.0-1.0;var z: f32;\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef ORTHOGRAPHIC_CAMERA\nz=-projection[2].z*depth+projection[3].z;\n#else\nz=-projection[2].z-projection[3].z/depth;\n#endif\n#else\n#ifdef ORTHOGRAPHIC_CAMERA\nz=projection[2].z*depth+projection[3].z;\n#else\nz=projection[2].z+projection[3].z/depth;\n#endif\n#endif\nvar w=1.0;var ndc=vec4f(xy,z,w);var eyePos: vec4f=invProjectionMatrix*ndc;var result=eyePos.xyz/eyePos.w;return result;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const screenSpaceRayTraceWGSL = { name, shader };\n"]}
|
|
@@ -74,15 +74,14 @@ normalOutput=normalize(input.vNormalV);
|
|
|
74
74
|
normalOutput=normalOutput*0.5+0.5;
|
|
75
75
|
#endif
|
|
76
76
|
var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;
|
|
77
|
-
#ifdef
|
|
78
|
-
|
|
79
|
-
fragData[DEPTH_INDEX]= vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);
|
|
77
|
+
#ifdef DEPTH
|
|
78
|
+
fragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);
|
|
80
79
|
#endif
|
|
81
|
-
#
|
|
82
|
-
fragData[NORMAL_INDEX]=
|
|
80
|
+
#ifdef NORMAL
|
|
81
|
+
fragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);
|
|
83
82
|
#endif
|
|
84
|
-
#
|
|
85
|
-
fragData[
|
|
83
|
+
#ifdef SCREENSPACE_DEPTH
|
|
84
|
+
fragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);
|
|
86
85
|
#endif
|
|
87
86
|
#ifdef POSITION
|
|
88
87
|
fragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoJd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#ifdef BUMP\nvarying vWorldView: mat4x4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#ifdef VELOCITY\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( vec3f(input.vWorldView* vec4f(normalW,0.0)));\n#endif\n#else\nnormalOutput=normalize(input.vNormalV);\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef DEPTH\nfragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\nfragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\nfragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const geometryPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -0,0 +1,11 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
const name = "lodPixelShader";
|
|
4
|
+
const shader = `const GammaEncodePowerApprox=1.0/2.2;varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform lod: f32;uniform gamma: i32;@fragment
|
|
5
|
+
fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,fragmentInputs.vUV,uniforms.lod);if (uniforms.gamma==0) {fragmentOutputs.color=vec4f(pow(fragmentOutputs.color.rgb,vec3f(GammaEncodePowerApprox)),fragmentOutputs.color.a);}}
|
|
6
|
+
`;
|
|
7
|
+
// Sideeffect
|
|
8
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
9
|
+
/** @internal */
|
|
10
|
+
export const lodPixelShaderWGSL = { name, shader };
|
|
11
|
+
//# sourceMappingURL=lod.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"lod.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/lod.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lodPixelShader\";\nconst shader = `const GammaEncodePowerApprox=1.0/2.2;varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform lod: f32;uniform gamma: i32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,fragmentInputs.vUV,uniforms.lod);if (uniforms.gamma==0) {fragmentOutputs.color=vec4f(pow(fragmentOutputs.color.rgb,vec3f(GammaEncodePowerApprox)),fragmentOutputs.color.a);}}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lodPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -0,0 +1,30 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
const name = "lodCubePixelShader";
|
|
4
|
+
const shader = `const GammaEncodePowerApprox=1.0/2.2;varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>;uniform lod: f32;uniform gamma: i32;@fragment
|
|
5
|
+
fn main(input: FragmentInputs)->FragmentOutputs {let uv=fragmentInputs.vUV*2.0-1.0;
|
|
6
|
+
#ifdef POSITIVEX
|
|
7
|
+
fragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(1.001,uv.y,uv.x),uniforms.lod);
|
|
8
|
+
#endif
|
|
9
|
+
#ifdef NEGATIVEX
|
|
10
|
+
fragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(-1.001,uv.y,uv.x),uniforms.lod);
|
|
11
|
+
#endif
|
|
12
|
+
#ifdef POSITIVEY
|
|
13
|
+
fragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(uv.y,1.001,uv.x),uniforms.lod);
|
|
14
|
+
#endif
|
|
15
|
+
#ifdef NEGATIVEY
|
|
16
|
+
fragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(uv.y,-1.001,uv.x),uniforms.lod);
|
|
17
|
+
#endif
|
|
18
|
+
#ifdef POSITIVEZ
|
|
19
|
+
fragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(uv,1.001),uniforms.lod);
|
|
20
|
+
#endif
|
|
21
|
+
#ifdef NEGATIVEZ
|
|
22
|
+
fragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(uv,-1.001),uniforms.lod);
|
|
23
|
+
#endif
|
|
24
|
+
if (uniforms.gamma==0) {fragmentOutputs.color=vec4f(pow(fragmentOutputs.color.rgb,vec3f(GammaEncodePowerApprox)),fragmentOutputs.color.a);}}
|
|
25
|
+
`;
|
|
26
|
+
// Sideeffect
|
|
27
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
28
|
+
/** @internal */
|
|
29
|
+
export const lodCubePixelShaderWGSL = { name, shader };
|
|
30
|
+
//# sourceMappingURL=lodCube.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"lodCube.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/lodCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lodCubePixelShader\";\nconst shader = `const GammaEncodePowerApprox=1.0/2.2;varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>;uniform lod: f32;uniform gamma: i32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let uv=fragmentInputs.vUV*2.0-1.0;\n#ifdef POSITIVEX\nfragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(1.001,uv.y,uv.x),uniforms.lod);\n#endif\n#ifdef NEGATIVEX\nfragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(-1.001,uv.y,uv.x),uniforms.lod);\n#endif\n#ifdef POSITIVEY\nfragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(uv.y,1.001,uv.x),uniforms.lod);\n#endif\n#ifdef NEGATIVEY\nfragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(uv.y,-1.001,uv.x),uniforms.lod);\n#endif\n#ifdef POSITIVEZ\nfragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(uv,1.001),uniforms.lod);\n#endif\n#ifdef NEGATIVEZ\nfragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(uv,-1.001),uniforms.lod);\n#endif\nif (uniforms.gamma==0) {fragmentOutputs.color=vec4f(pow(fragmentOutputs.color.rgb,vec3f(GammaEncodePowerApprox)),fragmentOutputs.color.a);}}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lodCubePixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -16,7 +16,7 @@ var envCubeSamplerSampler: sampler;var envCubeSampler: texture_cube<f32>;
|
|
|
16
16
|
uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;
|
|
17
17
|
#endif
|
|
18
18
|
#endif
|
|
19
|
-
uniform view: mat4x4f;uniform invView: mat4x4f;uniform projection: mat4x4f;uniform invProjectionMatrix: mat4x4f;uniform projectionPixel: mat4x4f;uniform nearPlaneZ: f32;uniform stepSize: f32;uniform maxSteps: f32;uniform strength: f32;uniform thickness: f32;uniform roughnessFactor: f32;uniform reflectionSpecularFalloffExponent: f32;uniform maxDistance: f32;uniform selfCollisionNumSkip: f32;uniform reflectivityThreshold: f32;
|
|
19
|
+
uniform view: mat4x4f;uniform invView: mat4x4f;uniform projection: mat4x4f;uniform invProjectionMatrix: mat4x4f;uniform projectionPixel: mat4x4f;uniform nearPlaneZ: f32;uniform farPlaneZ: f32;uniform stepSize: f32;uniform maxSteps: f32;uniform strength: f32;uniform thickness: f32;uniform roughnessFactor: f32;uniform reflectionSpecularFalloffExponent: f32;uniform maxDistance: f32;uniform selfCollisionNumSkip: f32;uniform reflectivityThreshold: f32;
|
|
20
20
|
#include<helperFunctions>
|
|
21
21
|
#include<pbrBRDFFunctions>
|
|
22
22
|
#include<screenSpaceRayTrace>
|
|
@@ -59,7 +59,11 @@ csNormal=csNormal*2.0-1.0;
|
|
|
59
59
|
#ifdef SSR_NORMAL_IS_IN_WORLDSPACE
|
|
60
60
|
csNormal=(uniforms.view* vec4f(csNormal,0.0)).xyz;
|
|
61
61
|
#endif
|
|
62
|
-
var depth: f32=textureLoad(depthSampler,vec2<i32>(input.vUV*texSize),0).r;
|
|
62
|
+
var depth: f32=textureLoad(depthSampler,vec2<i32>(input.vUV*texSize),0).r;
|
|
63
|
+
#ifdef SSRAYTRACE_SCREENSPACE_DEPTH
|
|
64
|
+
depth=linearizeDepth(depth,uniforms.nearPlaneZ,uniforms.farPlaneZ);
|
|
65
|
+
#endif
|
|
66
|
+
var csPosition: vec3f=computeViewPosFromUVDepth(input.vUV,depth,uniforms.projection,uniforms.invProjectionMatrix);
|
|
63
67
|
#ifdef ORTHOGRAPHIC_CAMERA
|
|
64
68
|
var csViewDirection: vec3f= vec3f(0.,0.,1.);
|
|
65
69
|
#else
|
|
@@ -110,6 +114,7 @@ uniforms.backSizeFactor,
|
|
|
110
114
|
#endif
|
|
111
115
|
uniforms.thickness,
|
|
112
116
|
uniforms.nearPlaneZ,
|
|
117
|
+
uniforms.farPlaneZ,
|
|
113
118
|
uniforms.stepSize,
|
|
114
119
|
jitter,
|
|
115
120
|
uniforms.maxSteps,
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"screenSpaceReflection2.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/screenSpaceReflection2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"screenSpaceReflection2.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/screenSpaceReflection2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Jd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2PixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;varying vUV: vec2f;\n#ifdef SSR_SUPPORTED\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;var normalSampler: texture_2d<f32>;var depthSampler: texture_2d<f32>;\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nvar backDepthSampler: texture_2d<f32>;uniform backSizeFactor: f32;\n#endif\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nvar envCubeSamplerSampler: sampler;var envCubeSampler: texture_cube<f32>;\n#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nuniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;\n#endif\n#endif\nuniform view: mat4x4f;uniform invView: mat4x4f;uniform projection: mat4x4f;uniform invProjectionMatrix: mat4x4f;uniform projectionPixel: mat4x4f;uniform nearPlaneZ: f32;uniform farPlaneZ: f32;uniform stepSize: f32;uniform maxSteps: f32;uniform strength: f32;uniform thickness: f32;uniform roughnessFactor: f32;uniform reflectionSpecularFalloffExponent: f32;uniform maxDistance: f32;uniform selfCollisionNumSkip: f32;uniform reflectivityThreshold: f32;\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<screenSpaceRayTrace>\nfn hash(a: vec3f)->vec3f\n{var result=fract(a*0.8);result+=dot(result,result.yxz+19.19);return fract((result.xxy+result.yxx)*result.zyx);}\nfn computeAttenuationForIntersection(ihitPixel: vec2f,hitUV: vec2f,vsRayOrigin: vec3f,vsHitPoint: vec3f,reflectionVector: vec3f,maxRayDistance: f32,numIterations: f32)->f32 {var attenuation: f32=1.0;\n#ifdef SSR_ATTENUATE_SCREEN_BORDERS\nvar dCoords: vec2f=smoothstep(vec2f(0.2),vec2f(0.6),abs( vec2f(0.5,0.5)-hitUV.xy));attenuation*=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\n#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_DISTANCE\n#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_NUMITERATIONS\nattenuation*=1.0-(numIterations/uniforms.maxSteps);\n#endif\n#ifdef SSR_ATTENUATE_BACKFACE_REFLECTION\nvar reflectionNormal: vec3f=texelFetch(normalSampler,hitPixel,0).xyz;var directionBasedAttenuation: f32=smoothstep(-0.17,0.0,dot(reflectionNormal,-reflectionVector));attenuation*=directionBasedAttenuation;\n#endif\nreturn attenuation;}\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#ifdef SSR_SUPPORTED\nvar colorFull: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);var color: vec3f=colorFull.rgb;var reflectivity: vec4f=textureSampleLevel(reflectivitySampler,reflectivitySamplerSampler,input.vUV,0.0);\n#ifndef SSR_DISABLE_REFLECTIVITY_TEST\nif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=uniforms.reflectivityThreshold) {\n#ifdef SSR_USE_BLUR\nfragmentOutputs.color= vec4f(0.);\n#else\nfragmentOutputs.color=colorFull;\n#endif\nreturn fragmentOutputs;}\n#endif\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpaceVec3(color);\n#endif\nvar texSize: vec2f= vec2f(textureDimensions(depthSampler,0));var csNormal: vec3f=textureLoad(normalSampler,vec2<i32>(input.vUV*texSize),0).xyz; \n#ifdef SSR_DECODE_NORMAL\ncsNormal=csNormal*2.0-1.0;\n#endif\n#ifdef SSR_NORMAL_IS_IN_WORLDSPACE\ncsNormal=(uniforms.view* vec4f(csNormal,0.0)).xyz;\n#endif\nvar depth: f32=textureLoad(depthSampler,vec2<i32>(input.vUV*texSize),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\ndepth=linearizeDepth(depth,uniforms.nearPlaneZ,uniforms.farPlaneZ);\n#endif\nvar csPosition: vec3f=computeViewPosFromUVDepth(input.vUV,depth,uniforms.projection,uniforms.invProjectionMatrix);\n#ifdef ORTHOGRAPHIC_CAMERA\nvar csViewDirection: vec3f= vec3f(0.,0.,1.);\n#else\nvar csViewDirection: vec3f=normalize(csPosition);\n#endif\nvar csReflectedVector: vec3f=reflect(csViewDirection,csNormal);\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nvar wReflectedVector: vec3f=(uniforms.invView* vec4f(csReflectedVector,0.0)).xyz;\n#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nvar worldPos: vec4f=uniforms.invView* vec4f(csPosition,1.0);wReflectedVector=parallaxCorrectNormal(worldPos.xyz,normalize(wReflectedVector),uniforms.vReflectionSize,uniforms.vReflectionPosition);\n#endif\n#ifdef SSR_INVERTCUBICMAP\nwReflectedVector.y*=-1.0;\n#endif\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nwReflectedVector.z*=-1.0;\n#endif\nvar envColor: vec3f=textureSampleLevel(envCubeSampler,envCubeSamplerSampler,wReflectedVector,0.0).xyz;\n#ifdef SSR_ENVIRONMENT_CUBE_IS_GAMMASPACE\nenvColor=toLinearSpaceVec3(envColor);\n#endif\n#else\nvar envColor: vec3f=color;\n#endif\nvar reflectionAttenuation: f32=1.0;var rayHasHit: bool=false;var startPixel: vec2f;var hitPixel: vec2f;var hitPoint: vec3f;var numIterations: f32;\n#ifdef SSRAYTRACE_DEBUG\nvar debugColor: vec3f;\n#endif\n#ifdef SSR_ATTENUATE_FACING_CAMERA\nreflectionAttenuation*=1.0-smoothstep(0.25,0.5,dot(-csViewDirection,csReflectedVector));\n#endif\nif (reflectionAttenuation>0.0) {\n#ifdef SSR_USE_BLUR\nvar jitt: vec3f= vec3f(0.);\n#else\nvar roughness: f32=1.0-reflectivity.a;var jitt: vec3f=mix( vec3f(0.0),hash(csPosition)- vec3f(0.5),roughness)*uniforms.roughnessFactor; \n#endif\nvar uv2: vec2f=input.vUV*texSize;var c: f32=(uv2.x+uv2.y)*0.25;var jitter: f32=((c)%(1.0)); \nrayHasHit=traceScreenSpaceRay1(\ncsPosition,\nnormalize(csReflectedVector+jitt),\nuniforms.projectionPixel,\ndepthSampler,\ntexSize,\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nbackDepthSampler,\nuniforms.backSizeFactor,\n#endif\nuniforms.thickness,\nuniforms.nearPlaneZ,\nuniforms.farPlaneZ,\nuniforms.stepSize,\njitter,\nuniforms.maxSteps,\nuniforms.maxDistance,\nuniforms.selfCollisionNumSkip,\n&startPixel,\n&hitPixel,\n&hitPoint,\n&numIterations\n#ifdef SSRAYTRACE_DEBUG\n,&debugColor\n#endif\n);}\n#ifdef SSRAYTRACE_DEBUG\nfragmentOutputs.color= vec4f(debugColor,1.);return fragmentOutputs;\n#endif\nvar F0: vec3f=reflectivity.rgb;var fresnel: vec3f=fresnelSchlickGGXVec3(max(dot(csNormal,-csViewDirection),0.0),F0, vec3f(1.));var SSR: vec3f=envColor;if (rayHasHit) {var reflectedColor: vec3f=textureLoad(textureSampler,vec2<i32>(hitPixel),0).rgb;\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\nreflectedColor=toLinearSpaceVec3(reflectedColor);\n#endif\nreflectionAttenuation*=computeAttenuationForIntersection(hitPixel,hitPixel/texSize,csPosition,hitPoint,csReflectedVector,uniforms.maxDistance,numIterations);SSR=reflectedColor*reflectionAttenuation+(1.0-reflectionAttenuation)*envColor;}\n#ifndef SSR_BLEND_WITH_FRESNEL\nSSR*=fresnel;\n#endif\n#ifdef SSR_USE_BLUR\nvar blur_radius: f32=0.0;var roughness: f32=1.0-reflectivity.a*(1.0-uniforms.roughnessFactor);if (roughness>0.001) {var cone_angle: f32=min(roughness,0.999)*3.14159265*0.5;var cone_len: f32=distance(startPixel,hitPixel);var op_len: f32=2.0*tan(cone_angle)*cone_len; \nvar a: f32=op_len;var h: f32=cone_len;var a2: f32=a*a;var fh2: f32=4.0f*h*h;blur_radius=(a*(sqrt(a2+fh2)-a))/(4.0f*h);}\nfragmentOutputs.color= vec4f(SSR,blur_radius/255.0); \n#else\n#ifdef SSR_BLEND_WITH_FRESNEL\nvar reflectionMultiplier: vec3f=clamp(pow(fresnel*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));\n#else\nvar reflectionMultiplier: vec3f=clamp(pow(reflectivity.rgb*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));\n#endif\nvar colorMultiplier: vec3f=1.0-reflectionMultiplier;var finalColor: vec3f=(color*colorMultiplier)+(SSR*reflectionMultiplier);\n#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpaceVec3(finalColor);\n#endif\nfragmentOutputs.color= vec4f(finalColor,colorFull.a);\n#endif\n#else\nfragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2PixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -11,6 +11,9 @@ var mainSamplerSampler: sampler;var mainSampler: texture_2d<f32>;var reflectivit
|
|
|
11
11
|
#include<pbrBRDFFunctions>
|
|
12
12
|
#include<screenSpaceRayTrace>
|
|
13
13
|
uniform projection: mat4x4f;uniform invProjectionMatrix: mat4x4f;var normalSampler: texture_2d<f32>;var depthSampler: texture_2d<f32>;
|
|
14
|
+
#ifdef SSRAYTRACE_SCREENSPACE_DEPTH
|
|
15
|
+
uniform nearPlaneZ: f32;uniform farPlaneZ: f32;
|
|
16
|
+
#endif
|
|
14
17
|
#endif
|
|
15
18
|
@fragment
|
|
16
19
|
fn main(input: FragmentInputs)->FragmentOutputs {
|
|
@@ -25,7 +28,11 @@ if (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=uniforms.reflectivit
|
|
|
25
28
|
color=toLinearSpaceVec4(color);
|
|
26
29
|
#endif
|
|
27
30
|
#ifdef SSR_BLEND_WITH_FRESNEL
|
|
28
|
-
var texSize: vec2f= vec2f(textureDimensions(depthSampler,0));var csNormal: vec3f=textureLoad(normalSampler,vec2<i32>(input.vUV*texSize),0).xyz;var depth: f32=textureLoad(depthSampler,vec2<i32>(input.vUV*texSize),0).r;
|
|
31
|
+
var texSize: vec2f= vec2f(textureDimensions(depthSampler,0));var csNormal: vec3f=textureLoad(normalSampler,vec2<i32>(input.vUV*texSize),0).xyz;var depth: f32=textureLoad(depthSampler,vec2<i32>(input.vUV*texSize),0).r;
|
|
32
|
+
#ifdef SSRAYTRACE_SCREENSPACE_DEPTH
|
|
33
|
+
depth=linearizeDepth(depth,uniforms.nearPlaneZ,uniforms.farPlaneZ);
|
|
34
|
+
#endif
|
|
35
|
+
var csPosition: vec3f=computeViewPosFromUVDepth(input.vUV,depth,uniforms.projection,uniforms.invProjectionMatrix);var csViewDirection: vec3f=normalize(csPosition);var F0: vec3f=reflectivity.rgb;var fresnel: vec3f=fresnelSchlickGGXVec3(max(dot(csNormal,-csViewDirection),0.0),F0, vec3f(1.));var reflectionMultiplier: vec3f=clamp(pow(fresnel*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));
|
|
29
36
|
#else
|
|
30
37
|
var reflectionMultiplier: vec3f=clamp(pow(reflectivity.rgb*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));
|
|
31
38
|
#endif
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"screenSpaceReflection2BlurCombiner.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,+CAA+C,CAAC;AAC7D,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"screenSpaceReflection2BlurCombiner.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,+CAA+C,CAAC;AAC7D,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,iDAAiD,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2BlurCombinerPixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>; \nvar mainSamplerSampler: sampler;var mainSampler: texture_2d<f32>;var reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;uniform strength: f32;uniform reflectionSpecularFalloffExponent: f32;uniform reflectivityThreshold: f32;varying vUV: vec2f;\n#include<helperFunctions>\n#ifdef SSR_BLEND_WITH_FRESNEL\n#include<pbrBRDFFunctions>\n#include<screenSpaceRayTrace>\nuniform projection: mat4x4f;uniform invProjectionMatrix: mat4x4f;var normalSampler: texture_2d<f32>;var depthSampler: texture_2d<f32>;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nuniform nearPlaneZ: f32;uniform farPlaneZ: f32;\n#endif\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#ifdef SSRAYTRACE_DEBUG\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,input.vUV);\n#else\nvar SSR: vec3f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;var color: vec4f=textureSample(mainSampler,textureSamplerSampler,input.vUV);var reflectivity: vec4f=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vUV);\n#ifndef SSR_DISABLE_REFLECTIVITY_TEST\nif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=uniforms.reflectivityThreshold) {fragmentOutputs.color=color;return fragmentOutputs;}\n#endif\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpaceVec4(color);\n#endif\n#ifdef SSR_BLEND_WITH_FRESNEL\nvar texSize: vec2f= vec2f(textureDimensions(depthSampler,0));var csNormal: vec3f=textureLoad(normalSampler,vec2<i32>(input.vUV*texSize),0).xyz;var depth: f32=textureLoad(depthSampler,vec2<i32>(input.vUV*texSize),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\ndepth=linearizeDepth(depth,uniforms.nearPlaneZ,uniforms.farPlaneZ);\n#endif\nvar csPosition: vec3f=computeViewPosFromUVDepth(input.vUV,depth,uniforms.projection,uniforms.invProjectionMatrix);var csViewDirection: vec3f=normalize(csPosition);var F0: vec3f=reflectivity.rgb;var fresnel: vec3f=fresnelSchlickGGXVec3(max(dot(csNormal,-csViewDirection),0.0),F0, vec3f(1.));var reflectionMultiplier: vec3f=clamp(pow(fresnel*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));\n#else\nvar reflectionMultiplier: vec3f=clamp(pow(reflectivity.rgb*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));\n#endif\nvar colorMultiplier: vec3f=1.0-reflectionMultiplier;var finalColor: vec3f=(color.rgb*colorMultiplier)+(SSR*reflectionMultiplier);\n#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpaceVec3(finalColor);\n#endif\nfragmentOutputs.color= vec4f(finalColor,color.a);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2BlurCombinerPixelShaderWGSL = { name, shader };\n"]}
|
package/Sprites/spriteMap.d.ts
CHANGED
|
@@ -5,6 +5,10 @@ import { RawTexture } from "../Materials/Textures/rawTexture";
|
|
|
5
5
|
import type { ISpriteJSONSprite, ISpriteJSONAtlas } from "./ISprites";
|
|
6
6
|
import "../Shaders/spriteMap.fragment";
|
|
7
7
|
import "../Shaders/spriteMap.vertex";
|
|
8
|
+
export declare enum SpriteMapFrameRotationDirection {
|
|
9
|
+
CCW = 0,
|
|
10
|
+
CW = 1
|
|
11
|
+
}
|
|
8
12
|
/**
|
|
9
13
|
* Defines the basic options interface of a SpriteMap
|
|
10
14
|
*/
|
|
@@ -45,6 +49,12 @@ export interface ISpriteMapOptions {
|
|
|
45
49
|
* Vector3 scalar of the global RGB values of the SpriteMap.
|
|
46
50
|
*/
|
|
47
51
|
colorMultiply?: Vector3;
|
|
52
|
+
/**
|
|
53
|
+
* Rotation direction of the frame by 90 degrees.
|
|
54
|
+
* Applied when the the frame's "rotated" parameter is true.
|
|
55
|
+
* Default is CCW.
|
|
56
|
+
*/
|
|
57
|
+
frameRotationDirection?: SpriteMapFrameRotationDirection;
|
|
48
58
|
}
|
|
49
59
|
/**
|
|
50
60
|
* Defines the IDisposable interface in order to be cleanable from resources.
|
|
@@ -118,6 +128,12 @@ export declare class SpriteMap implements ISpriteMap {
|
|
|
118
128
|
* @param scene The Scene that the map is deployed on
|
|
119
129
|
*/
|
|
120
130
|
constructor(name: string, atlasJSON: ISpriteJSONAtlas, spriteSheet: Texture, options: ISpriteMapOptions, scene: Scene);
|
|
131
|
+
/**
|
|
132
|
+
* Returns the index of the frame for a given filename
|
|
133
|
+
* @param name filename of the frame
|
|
134
|
+
* @returns index of the frame
|
|
135
|
+
*/
|
|
136
|
+
getTileIdxByName(name: string): number;
|
|
121
137
|
/**
|
|
122
138
|
* Returns tileID location
|
|
123
139
|
* @returns Vector2 the cell position ID
|
package/Sprites/spriteMap.js
CHANGED
|
@@ -7,6 +7,11 @@ import { CreatePlane } from "../Meshes/Builders/planeBuilder.js";
|
|
|
7
7
|
import "../Shaders/spriteMap.fragment.js";
|
|
8
8
|
import "../Shaders/spriteMap.vertex.js";
|
|
9
9
|
|
|
10
|
+
export var SpriteMapFrameRotationDirection;
|
|
11
|
+
(function (SpriteMapFrameRotationDirection) {
|
|
12
|
+
SpriteMapFrameRotationDirection[SpriteMapFrameRotationDirection["CCW"] = 0] = "CCW";
|
|
13
|
+
SpriteMapFrameRotationDirection[SpriteMapFrameRotationDirection["CW"] = 1] = "CW";
|
|
14
|
+
})(SpriteMapFrameRotationDirection || (SpriteMapFrameRotationDirection = {}));
|
|
10
15
|
/**
|
|
11
16
|
* Class used to manage a grid restricted sprite deployment on an Output plane.
|
|
12
17
|
*/
|
|
@@ -79,6 +84,9 @@ export class SpriteMap {
|
|
|
79
84
|
this._animationMap = this._createTileAnimationBuffer(null);
|
|
80
85
|
const defines = [];
|
|
81
86
|
defines.push("#define LAYERS " + options.layerCount);
|
|
87
|
+
if (options?.frameRotationDirection === SpriteMapFrameRotationDirection.CW) {
|
|
88
|
+
defines.push("#define FR_CW");
|
|
89
|
+
}
|
|
82
90
|
if (options.flipU) {
|
|
83
91
|
defines.push("#define FLIPU");
|
|
84
92
|
}
|
|
@@ -150,6 +158,15 @@ export class SpriteMap {
|
|
|
150
158
|
this._scene.onBeforeRenderObservable.add(obfunction);
|
|
151
159
|
this._output.material = this._material;
|
|
152
160
|
}
|
|
161
|
+
/**
|
|
162
|
+
* Returns the index of the frame for a given filename
|
|
163
|
+
* @param name filename of the frame
|
|
164
|
+
* @returns index of the frame
|
|
165
|
+
*/
|
|
166
|
+
getTileIdxByName(name) {
|
|
167
|
+
const idx = this.atlasJSON.frames.findIndex((f) => f.filename === name);
|
|
168
|
+
return idx;
|
|
169
|
+
}
|
|
153
170
|
/**
|
|
154
171
|
* Returns tileID location
|
|
155
172
|
* @returns Vector2 the cell position ID
|
package/Sprites/spriteMap.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"spriteMap.js","sourceRoot":"","sources":["../../../../dev/core/src/Sprites/spriteMap.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACxD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,UAAU,EAAE,MAAM,kCAAkC,CAAC;AAC9D,OAAO,EAAE,cAAc,EAAE,MAAM,6BAA6B,CAAC;AAI7D,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAE7C,OAAO,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAC9D,OAAO,+BAA+B,CAAC;AACvC,OAAO,6BAA6B,CAAC;AACrC,OAAO,EAAE,SAAS,EAAE,gCAA+B;AA6EnD;;GAEG;AACH,MAAM,OAAO,SAAS;IAgBlB,kDAAkD;IAClD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;IAC/B,CAAC;IAED,0CAA0C;IAC1C,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;IACjC,CAAC;IAED,0CAA0C;IAC1C,IAAW,QAAQ,CAAC,CAAU;QAC1B,IAAI,CAAC,OAAO,CAAC,QAAQ,GAAG,CAAC,CAAC;IAC9B,CAAC;IAED,0CAA0C;IAC1C,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;IACjC,CAAC;IAED,0CAA0C;IAC1C,IAAW,QAAQ,CAAC,CAAU;QAC1B,IAAI,CAAC,OAAO,CAAC,QAAQ,GAAG,CAAC,CAAC;IAC9B,CAAC;IAED,2BAA2B;IAC3B,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED,2BAA2B;IAC3B,IAAW,YAAY,CAAC,CAAa;QACjC,MAAM,MAAM,GAAG,CAAE,CAAC,QAAS,CAAC,WAAW,CAAC;QACxC,MAAM,EAAE,GAAG,IAAI,CAAC,0BAA0B,CAAC,MAAM,CAAC,CAAC;QACnD,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;QAC7B,IAAI,CAAC,aAAa,GAAG,EAAE,CAAC;QACxB,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;IAClE,CAAC;IAuBD;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,SAA2B,EAAE,WAAoB,EAAE,OAA0B,EAAE,KAAY;QACjH,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;QAClB,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAC3B,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC;QACxC,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;QAE/B;;WAEG;QACH,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAC3D,OAAO,CAAC,UAAU,GAAG,OAAO,CAAC,UAAU,IAAI,OAAO,CAAC,SAAS,CAAC;QAC7D,OAAO,CAAC,cAAc,GAAG,OAAO,CAAC,cAAc,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC;QAClE,OAAO,CAAC,cAAc,GAAG,OAAO,CAAC,cAAc,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC;QAClE,OAAO,CAAC,UAAU,GAAG,OAAO,CAAC,UAAU,IAAI,CAAC,CAAC;QAC7C,OAAO,CAAC,kBAAkB,GAAG,OAAO,CAAC,kBAAkB,IAAI,CAAC,CAAC;QAC7D,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,CAAC,CAAC;QACzC,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,IAAI,KAAK,CAAC;QACvC,OAAO,CAAC,aAAa,GAAG,OAAO,CAAC,aAAa,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEtE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAE3C,IAAI,CAAC,SAAS,GAAG,IAAI,KAAK,EAAE,CAAC;QAC7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,UAAU,EAAE,CAAC,EAAE,EAAE;YACzC,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,CAAC;SACxD;QAED,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,CAAC;QAE3D,MAAM,OAAO,GAAG,EAAE,CAAC;QACnB,OAAO,CAAC,IAAI,CAAC,iBAAiB,GAAG,OAAO,CAAC,UAAU,CAAC,CAAC;QAErD,IAAI,OAAO,CAAC,KAAK,EAAE;YACf,OAAO,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;SACjC;QAED,OAAO,CAAC,IAAI,CAAC,gCAAgC,OAAO,CAAC,kBAAkB,IAAI,CAAC,CAAC;QAE7E,MAAM,YAAY,GAAW,MAAM,CAAC,YAAY,CAAC,sBAAsB,CAAC,CAAC;QAEzE,IAAI,iBAAyB,CAAC;QAC9B,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,SAAS,CAAC,yBAAyB,EAAE;YACxD,iBAAiB,GAAG,EAAE,CAAC;YACvB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,UAAU,EAAE,CAAC,EAAE,EAAE;gBACzC,iBAAiB,IAAI,OAAO,CAAC,yCAAyC,CAAC,yCAAyC,CAAC;aACpH;SACJ;aAAM;YACH,iBAAiB,GAAG,aAAa,CAAC;YAClC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,UAAU,EAAE,CAAC,EAAE,EAAE;gBACzC,iBAAiB,IAAI,OAAO,GAAG,CAAC,GAAG,gCAAgC,GAAG,CAAC,GAAG,uCAAuC,CAAC;gBAClH,iBAAiB,IAAI,QAAQ,CAAC;aACjC;YACD,iBAAiB,IAAI,GAAG,CAAC;SAC5B;QAED,MAAM,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC,IAAI,GAAG,aAAa,CAAC,GAAG,YAAY,CAAC,OAAO,CAAC,yBAAyB,EAAE,iBAAiB,CAAC,CAAC;QAElI,IAAI,CAAC,SAAS,GAAG,IAAI,cAAc,CAC/B,YAAY,GAAG,IAAI,CAAC,IAAI,EACxB,IAAI,CAAC,MAAM,EACX;YACI,MAAM,EAAE,WAAW;YACnB,QAAQ,EAAE,WAAW,GAAG,IAAI,CAAC,IAAI;SACpC,EACD;YACI,OAAO;YACP,UAAU,EAAE,CAAC,UAAU,EAAE,QAAQ,EAAE,IAAI,CAAC;YACxC,QAAQ,EAAE,CAAC,qBAAqB,EAAE,MAAM,EAAE,WAAW,EAAE,YAAY,EAAE,eAAe,EAAE,aAAa,EAAE,MAAM,EAAE,UAAU,EAAE,eAAe,EAAE,SAAS,EAAE,OAAO,CAAC;YAC7J,QAAQ,EAAE,CAAC,aAAa,EAAE,UAAU,EAAE,UAAU,EAAE,cAAc,CAAC;YACjE,iBAAiB,EAAE,IAAI;SAC1B,CACJ,CAAC;QAEF,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;QAEf,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,aAAa,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QACzD,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,WAAW,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;QAC1D,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,YAAY,EAAE,OAAO,CAAC,UAAU,CAAC,CAAC;QAC5D,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,aAAa,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAC3D,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAC9D,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,UAAU,EAAE,OAAO,CAAC,aAAa,CAAC,CAAC;QAE7D,IAAI,QAAQ,GAAG,CAAC,CAAC;QAEjB,MAAM,iBAAiB,GAAG,GAAG,EAAE;YAC3B,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,EAAE;gBAChD,IAAI,IAAI,CAAC,WAAW,CAAC,QAAQ,EAAE;oBAC3B,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,OAAO,CAAC,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,SAAS,IAAI,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,UAAU,IAAI,CAAC,CAAC,CAAC,CAAC;oBAC7I,OAAO;iBACV;aACJ;YACD,IAAI,QAAQ,GAAG,GAAG,EAAE;gBAChB,UAAU,CAAC,GAAG,EAAE;oBACZ,QAAQ,EAAE,CAAC;oBACX,iBAAiB,EAAE,CAAC;gBACxB,CAAC,EAAE,GAAG,CAAC,CAAC;aACX;QACL,CAAC,CAAC;QAEF,iBAAiB,EAAE,CAAC;QAEpB,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,UAAU,EAAE,OAAO,CAAC,aAAa,CAAC,CAAC;QAC7D,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QACtD,IAAI,CAAC,SAAS,CAAC,eAAe,CAAC,UAAU,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAC3D,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAC9D,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAE5C,IAAI,CAAC,OAAO,GAAG,WAAW,CAAC,IAAI,GAAG,SAAS,EAAE,EAAE,IAAI,EAAE,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;QAClF,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,UAAU,CAAC,CAAC,CAAC;QAC9C,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,UAAU,CAAC,CAAC,CAAC;QAC9C,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,cAAc,CAAC;QACvC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,cAAc,CAAC;QAEvC,MAAM,UAAU,GAAG,GAAG,EAAE;YACpB,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,YAAY,EAAE,CAAC;YACrD,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAChD,CAAC,CAAC;QAEF,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;QACrD,IAAI,CAAC,OAAO,CAAC,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;IAC3C,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,CAAC,GAAG,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAClC,CAAC,CAAC,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,SAAS,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,CAAC;QAC5D,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACtB,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACtB,OAAO,CAAC,CAAC;IACb,CAAC;IAED;;;OAGG;IACI,gBAAgB;QACnB,MAAM,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC;QACzB,MAAM,QAAQ,GAA0B,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,IAAI,EAAE,EAAE;YAC1G,IAAI,IAAI,KAAK,GAAG,EAAE;gBACd,OAAO,KAAK,CAAC;aAChB;YACD,OAAO,IAAI,CAAC;QAChB,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,QAAQ,IAAI,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,qBAAqB,EAAE;YAC/D,OAAO,IAAI,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;SAC9B;QAED,MAAM,MAAM,GAAG,QAAQ,CAAC,qBAAqB,EAAE,CAAC;QAChD,IAAI,MAAM,EAAE;YACR,OAAO,MAAM,CAAC;SACjB;QAED,OAAO,IAAI,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAC/B,CAAC;IAED;;;;;;;;;;;OAWG;IACK,kBAAkB;QACtB,MAAM,IAAI,GAAG,EAAE,CAAC;QAChB,eAAe;QACf,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,EAAE;YACvC,IAAI,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,OAAO;YAC9B,IAAI,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,kBAAkB;YACzC,IAAI,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,8BAA8B;YACrD,IAAI,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,0IAA0I;SACpK;QACD,aAAa;QACb,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,EAAE;YACvC,MAAM,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC;YACnC,MAAM,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,CAAC;YAChD,MAAM,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC;YACzC,MAAM,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC7C,MAAM,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAE7C,OAAO;YACP,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAClB,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACtB,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACtB,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACtB,kBAAkB;YAClB,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YAC3C,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YAC/C,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YAC/C,8BAA8B;YAC9B,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;YAC1C,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;YAC9C,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YAC3C,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;SAC9C;QAED,MAAM,UAAU,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC;QAE1C,MAAM,CAAC,GAAG,UAAU,CAAC,iBAAiB,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,eAAe,EAAE,SAAS,CAAC,iBAAiB,CAAC,CAAC;QAEzJ,OAAO,CAAC,CAAC;IACb,CAAC;IAED;;;;;OAKG;IACK,iBAAiB,CAAC,MAAW,EAAE,SAAiB,CAAC;QACrD,IAAI,IAAI,GAAG,EAAE,CAAC;QACd,MAAM,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,SAAU,CAAC,CAAC,IAAI,CAAC,CAAC;QAC3C,MAAM,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,SAAU,CAAC,CAAC,IAAI,CAAC,CAAC;QAE3C,IAAI,CAAC,MAAM,EAAE;YACT,IAAI,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;YAC/B,IAAI,MAAM,IAAI,CAAC,EAAE;gBACb,EAAE,GAAG,CAAC,CAAC;aACV;YAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE;gBAC1B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE;oBACjC,IAAI,CAAC,IAAI,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;iBAC1B;aACJ;SACJ;aAAM;YACH,IAAI,GAAG,MAAM,CAAC;SACjB;QAED,MAAM,UAAU,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC;QAC1C,MAAM,CAAC,GAAG,UAAU,CAAC,iBAAiB,CAAC,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,eAAe,EAAE,SAAS,CAAC,iBAAiB,CAAC,CAAC;QAE9I,OAAO,CAAC,CAAC;IACb,CAAC;IAED;;;;;OAKG;IACI,WAAW,CAAC,SAAiB,CAAC,EAAE,GAAwB,EAAE,OAAe,CAAC;QAC7E,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,CAAE,CAAC,QAAS,CAAC,WAAW,CAAC;QAC7D,IAAI,MAAM,KAAK,IAAI,EAAE;YACjB,OAAO;SACV;QAED,IAAI,CAAC,GAAG,EAAE,CAAC;QACX,IAAI,GAAG,YAAY,OAAO,EAAE;YACxB,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;SACf;aAAM;YACH,CAAC,GAAG,GAAG,CAAC;SACX;QAED,MAAM,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,SAAU,CAAC,CAAC,IAAI,CAAC,CAAC;QAE3C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC/B,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;YAChB,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;YACxB,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;YACxB,MAAM,EAAE,GAAW,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YAC9C,MAAc,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC;SAC9B;QAED,MAAM,CAAC,GAAG,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC;QACzC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,OAAO,EAAE,CAAC;QACjC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC;QAC3B,IAAI,CAAC,SAAS,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;IAC9D,CAAC;IAED;;;;OAIG;IACK,0BAA0B,CAAC,MAAiC;QAChE,MAAM,IAAI,GAAG,EAAE,CAAC;QAChB,IAAI,UAAU,CAAC;QACf,IAAI,CAAC,MAAM,EAAE;YACT,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,EAAE;gBACvC,IAAI,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;gBACtB,IAAI,KAAK,GAAG,CAAC,CAAC;gBACd,OAAO,KAAK,GAAG,CAAC,IAAI,CAAC,OAAO,CAAC,kBAAkB,IAAI,CAAC,CAAC,EAAE;oBACnD,IAAI,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBACtB,KAAK,EAAE,CAAC;iBACX;aACJ;YACD,UAAU,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC;SACvC;aAAM;YACH,UAAU,GAAG,MAAM,CAAC;SACvB;QAED,MAAM,CAAC,GAAG,UAAU,CAAC,iBAAiB,CAClC,UAAU,EACV,IAAI,CAAC,WAAW,EAChB,IAAI,CAAC,OAAO,CAAC,kBAAkB,IAAI,CAAC,EACpC,IAAI,CAAC,MAAM,EACX,KAAK,EACL,KAAK,EACL,OAAO,CAAC,eAAe,EACvB,SAAS,CAAC,iBAAiB,CAC9B,CAAC;QAEF,OAAO,CAAC,CAAC;IACb,CAAC;IAED;;;;;;;OAOG;IACI,kBAAkB,CAAC,SAAiB,CAAC,EAAE,SAAiB,CAAC,EAAE,SAAiB,CAAC,EAAE,OAAe,CAAC,EAAE,QAAgB,CAAC;QACrH,MAAM,MAAM,GAAQ,IAAI,CAAC,aAAc,CAAC,QAAS,CAAC,WAAW,CAAC;QAC9D,MAAM,EAAE,GAAW,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,GAAG,MAAM,CAAC;QAC9D,IAAI,CAAC,MAAM,EAAE;YACT,OAAO;SACV;QACD,MAAM,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC;QACpB,MAAM,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC;QACtB,MAAM,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC;QACvB,MAAM,CAAC,GAAG,IAAI,CAAC,0BAA0B,CAAC,MAAM,CAAC,CAAC;QAClD,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;QAC7B,IAAI,CAAC,aAAa,GAAG,CAAC,CAAC;QACvB,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;IAClE,CAAC;IAED;;OAEG;IACI,YAAY;QACf,IAAI,IAAI,GAAG,EAAE,CAAC;QACd,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC5C,IAAI,CAAC,GAAG,CAAC,EAAE;gBACP,IAAI,IAAI,MAAM,CAAC;aAClB;YAED,IAAI,IAAI,IAAI,CAAC,SAAS,CAAC,CAAC,CAAE,CAAC,QAAS,CAAC,WAAY,CAAC,QAAQ,EAAE,CAAC;SAChE;QACD,MAAM,aAAa,GAAG,QAAQ,CAAC,aAAa,CAAC,GAAG,CAAC,CAAC;QAClD,aAAa,CAAC,IAAI,GAAG,kCAAkC,GAAG,SAAS,CAAC,IAAI,CAAC,CAAC;QAC1E,aAAa,CAAC,MAAM,GAAG,QAAQ,CAAC;QAChC,aAAa,CAAC,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,WAAW,CAAC;QACjD,aAAa,CAAC,KAAK,EAAE,CAAC;QACtB,aAAa,CAAC,MAAM,EAAE,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACI,YAAY,CAAC,GAAW;QAC3B,MAAM,GAAG,GAAG,IAAI,cAAc,EAAE,CAAC;QACjC,GAAG,CAAC,IAAI,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC;QAErB,MAAM,GAAG,GAAG,IAAI,CAAC,OAAQ,CAAC,UAAU,IAAI,CAAC,CAAC;QAE1C,GAAG,CAAC,MAAM,GAAG,GAAG,EAAE;YACd,MAAM,IAAI,GAAG,GAAG,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;YACxC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE;gBAC1B,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;gBACzC,MAAM,CAAC,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC;gBACpC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;gBAC5B,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;aACzB;YACD,IAAI,CAAC,SAAS,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAC9D,CAAC,CAAC;QACF,GAAG,CAAC,IAAI,EAAE,CAAC;IACf,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;QACvB,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;QACzB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;QAC7B,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,EAAE,EAAE,EAAE;YAC1B,EAAE,CAAC,OAAO,EAAE,CAAC;QACjB,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;IAC7B,CAAC;CACJ","sourcesContent":["import type { IDisposable, Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Vector2, Vector3 } from \"../Maths/math.vector\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { ISpriteJSONSprite, ISpriteJSONAtlas } from \"./ISprites\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\nimport \"../Shaders/spriteMap.fragment\";\r\nimport \"../Shaders/spriteMap.vertex\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Defines the basic options interface of a SpriteMap\r\n */\r\nexport interface ISpriteMapOptions {\r\n /**\r\n * Vector2 of the number of cells in the grid.\r\n */\r\n stageSize?: Vector2;\r\n\r\n /**\r\n * Vector2 of the size of the output plane in World Units.\r\n */\r\n outputSize?: Vector2;\r\n\r\n /**\r\n * Vector3 of the position of the output plane in World Units.\r\n */\r\n outputPosition?: Vector3;\r\n\r\n /**\r\n * Vector3 of the rotation of the output plane.\r\n */\r\n outputRotation?: Vector3;\r\n\r\n /**\r\n * number of layers that the system will reserve in resources.\r\n */\r\n layerCount?: number;\r\n\r\n /**\r\n * number of max animation frames a single cell will reserve in resources.\r\n */\r\n maxAnimationFrames?: number;\r\n\r\n /**\r\n * number cell index of the base tile when the system compiles.\r\n */\r\n baseTile?: number;\r\n\r\n /**\r\n * boolean flip the sprite after its been repositioned by the framing data.\r\n */\r\n flipU?: boolean;\r\n\r\n /**\r\n * Vector3 scalar of the global RGB values of the SpriteMap.\r\n */\r\n colorMultiply?: Vector3;\r\n}\r\n\r\n/**\r\n * Defines the IDisposable interface in order to be cleanable from resources.\r\n */\r\nexport interface ISpriteMap extends IDisposable {\r\n /**\r\n * String name of the SpriteMap.\r\n */\r\n name: string;\r\n\r\n /**\r\n * The JSON Array file from a https://www.codeandweb.com/texturepacker export. Or similar structure.\r\n */\r\n atlasJSON: ISpriteJSONAtlas;\r\n\r\n /**\r\n * Texture of the SpriteMap.\r\n */\r\n spriteSheet: Texture;\r\n\r\n /**\r\n * The parameters to initialize the SpriteMap with.\r\n */\r\n options: ISpriteMapOptions;\r\n}\r\n\r\n/**\r\n * Class used to manage a grid restricted sprite deployment on an Output plane.\r\n */\r\nexport class SpriteMap implements ISpriteMap {\r\n /** The Name of the spriteMap */\r\n public name: string;\r\n\r\n /** The JSON file with the frame and meta data */\r\n public atlasJSON: ISpriteJSONAtlas;\r\n\r\n /** The systems Sprite Sheet Texture */\r\n public spriteSheet: Texture;\r\n\r\n /** Arguments passed with the Constructor */\r\n public options: ISpriteMapOptions;\r\n\r\n /** Public Sprite Storage array, parsed from atlasJSON */\r\n public sprites: Array<ISpriteJSONSprite>;\r\n\r\n /** Returns the Number of Sprites in the System */\r\n public get spriteCount(): number {\r\n return this.sprites.length;\r\n }\r\n\r\n /** Returns the Position of Output Plane*/\r\n public get position(): Vector3 {\r\n return this._output.position;\r\n }\r\n\r\n /** Returns the Position of Output Plane*/\r\n public set position(v: Vector3) {\r\n this._output.position = v;\r\n }\r\n\r\n /** Returns the Rotation of Output Plane*/\r\n public get rotation(): Vector3 {\r\n return this._output.rotation;\r\n }\r\n\r\n /** Returns the Rotation of Output Plane*/\r\n public set rotation(v: Vector3) {\r\n this._output.rotation = v;\r\n }\r\n\r\n /** Sets the AnimationMap*/\r\n public get animationMap() {\r\n return this._animationMap;\r\n }\r\n\r\n /** Sets the AnimationMap*/\r\n public set animationMap(v: RawTexture) {\r\n const buffer = v!._texture!._bufferView;\r\n const am = this._createTileAnimationBuffer(buffer);\r\n this._animationMap.dispose();\r\n this._animationMap = am;\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n }\r\n\r\n /** Scene that the SpriteMap was created in */\r\n private _scene: Scene;\r\n\r\n /** Texture Buffer of Float32 that holds tile frame data*/\r\n private _frameMap: RawTexture;\r\n\r\n /** Texture Buffers of Float32 that holds tileMap data*/\r\n private _tileMaps: RawTexture[];\r\n\r\n /** Texture Buffer of Float32 that holds Animation Data*/\r\n private _animationMap: RawTexture;\r\n\r\n /** Custom ShaderMaterial Central to the System*/\r\n private _material: ShaderMaterial;\r\n\r\n /** Custom ShaderMaterial Central to the System*/\r\n private _output: Mesh;\r\n\r\n /** Systems Time Ticker*/\r\n private _time: number;\r\n\r\n /**\r\n * Creates a new SpriteMap\r\n * @param name defines the SpriteMaps Name\r\n * @param atlasJSON is the JSON file that controls the Sprites Frames and Meta\r\n * @param spriteSheet is the Texture that the Sprites are on.\r\n * @param options a basic deployment configuration\r\n * @param scene The Scene that the map is deployed on\r\n */\r\n constructor(name: string, atlasJSON: ISpriteJSONAtlas, spriteSheet: Texture, options: ISpriteMapOptions, scene: Scene) {\r\n this.name = name;\r\n this.sprites = [];\r\n this.atlasJSON = atlasJSON;\r\n this.sprites = this.atlasJSON[\"frames\"];\r\n this.spriteSheet = spriteSheet;\r\n\r\n /**\r\n * Run through the options and set what ever defaults are needed that where not declared.\r\n */\r\n this.options = options;\r\n options.stageSize = options.stageSize || new Vector2(1, 1);\r\n options.outputSize = options.outputSize || options.stageSize;\r\n options.outputPosition = options.outputPosition || Vector3.Zero();\r\n options.outputRotation = options.outputRotation || Vector3.Zero();\r\n options.layerCount = options.layerCount || 1;\r\n options.maxAnimationFrames = options.maxAnimationFrames || 0;\r\n options.baseTile = options.baseTile || 0;\r\n options.flipU = options.flipU || false;\r\n options.colorMultiply = options.colorMultiply || new Vector3(1, 1, 1);\r\n\r\n this._scene = scene;\r\n\r\n this._frameMap = this._createFrameBuffer();\r\n\r\n this._tileMaps = new Array();\r\n for (let i = 0; i < options.layerCount; i++) {\r\n this._tileMaps.push(this._createTileBuffer(null, i));\r\n }\r\n\r\n this._animationMap = this._createTileAnimationBuffer(null);\r\n\r\n const defines = [];\r\n defines.push(\"#define LAYERS \" + options.layerCount);\r\n\r\n if (options.flipU) {\r\n defines.push(\"#define FLIPU\");\r\n }\r\n\r\n defines.push(`#define MAX_ANIMATION_FRAMES ${options.maxAnimationFrames}.0`);\r\n\r\n const shaderString: string = Effect.ShadersStore[\"spriteMapPixelShader\"];\r\n\r\n let layerSampleString: string;\r\n if (!scene.getEngine()._features.supportSwitchCaseInShader) {\r\n layerSampleString = \"\";\r\n for (let i = 0; i < options.layerCount; i++) {\r\n layerSampleString += `if (${i} == i) { frameID = texture2D(tileMaps[${i}], (tileID + 0.5) / stageSize, 0.).x; }`;\r\n }\r\n } else {\r\n layerSampleString = \"switch(i) {\";\r\n for (let i = 0; i < options.layerCount; i++) {\r\n layerSampleString += \"case \" + i + \" : frameID = texture(tileMaps[\" + i + \"], (tileID + 0.5) / stageSize, 0.).x;\";\r\n layerSampleString += \"break;\";\r\n }\r\n layerSampleString += \"}\";\r\n }\r\n\r\n Effect.ShadersStore[\"spriteMap\" + this.name + \"PixelShader\"] = shaderString.replace(\"#define LAYER_ID_SWITCH\", layerSampleString);\r\n\r\n this._material = new ShaderMaterial(\r\n \"spriteMap:\" + this.name,\r\n this._scene,\r\n {\r\n vertex: \"spriteMap\",\r\n fragment: \"spriteMap\" + this.name,\r\n },\r\n {\r\n defines,\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\"worldViewProjection\", \"time\", \"stageSize\", \"outputSize\", \"spriteMapSize\", \"spriteCount\", \"time\", \"colorMul\", \"mousePosition\", \"curTile\", \"flipU\"],\r\n samplers: [\"spriteSheet\", \"frameMap\", \"tileMaps\", \"animationMap\"],\r\n needAlphaBlending: true,\r\n }\r\n );\r\n\r\n this._time = 0;\r\n\r\n this._material.setFloat(\"spriteCount\", this.spriteCount);\r\n this._material.setVector2(\"stageSize\", options.stageSize);\r\n this._material.setVector2(\"outputSize\", options.outputSize);\r\n this._material.setTexture(\"spriteSheet\", this.spriteSheet);\r\n this._material.setVector2(\"spriteMapSize\", new Vector2(1, 1));\r\n this._material.setVector3(\"colorMul\", options.colorMultiply);\r\n\r\n let tickSave = 0;\r\n\r\n const bindSpriteTexture = () => {\r\n if (this.spriteSheet && this.spriteSheet.isReady()) {\r\n if (this.spriteSheet._texture) {\r\n this._material.setVector2(\"spriteMapSize\", new Vector2(this.spriteSheet._texture.baseWidth || 1, this.spriteSheet._texture.baseHeight || 1));\r\n return;\r\n }\r\n }\r\n if (tickSave < 100) {\r\n setTimeout(() => {\r\n tickSave++;\r\n bindSpriteTexture();\r\n }, 100);\r\n }\r\n };\r\n\r\n bindSpriteTexture();\r\n\r\n this._material.setVector3(\"colorMul\", options.colorMultiply);\r\n this._material.setTexture(\"frameMap\", this._frameMap);\r\n this._material.setTextureArray(\"tileMaps\", this._tileMaps);\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n this._material.setFloat(\"time\", this._time);\r\n\r\n this._output = CreatePlane(name + \":output\", { size: 1, updatable: true }, scene);\r\n this._output.scaling.x = options.outputSize.x;\r\n this._output.scaling.y = options.outputSize.y;\r\n this.position = options.outputPosition;\r\n this.rotation = options.outputRotation;\r\n\r\n const obfunction = () => {\r\n this._time += this._scene.getEngine().getDeltaTime();\r\n this._material.setFloat(\"time\", this._time);\r\n };\r\n\r\n this._scene.onBeforeRenderObservable.add(obfunction);\r\n this._output.material = this._material;\r\n }\r\n\r\n /**\r\n * Returns tileID location\r\n * @returns Vector2 the cell position ID\r\n */\r\n public getTileID(): Vector2 {\r\n const p = this.getMousePosition();\r\n p.multiplyInPlace(this.options.stageSize || Vector2.Zero());\r\n p.x = Math.floor(p.x);\r\n p.y = Math.floor(p.y);\r\n return p;\r\n }\r\n\r\n /**\r\n * Gets the UV location of the mouse over the SpriteMap.\r\n * @returns Vector2 the UV position of the mouse interaction\r\n */\r\n public getMousePosition(): Vector2 {\r\n const out = this._output;\r\n const pickinfo: Nullable<PickingInfo> = this._scene.pick(this._scene.pointerX, this._scene.pointerY, (mesh) => {\r\n if (mesh !== out) {\r\n return false;\r\n }\r\n return true;\r\n });\r\n\r\n if (!pickinfo || !pickinfo.hit || !pickinfo.getTextureCoordinates) {\r\n return new Vector2(-1, -1);\r\n }\r\n\r\n const coords = pickinfo.getTextureCoordinates();\r\n if (coords) {\r\n return coords;\r\n }\r\n\r\n return new Vector2(-1, -1);\r\n }\r\n\r\n /**\r\n * Creates the \"frame\" texture Buffer\r\n * -------------------------------------\r\n * Structure of frames\r\n * \"filename\": \"Falling-Water-2.png\",\r\n * \"frame\": {\"x\":69,\"y\":103,\"w\":24,\"h\":32},\r\n * \"rotated\": true,\r\n * \"trimmed\": true,\r\n * \"spriteSourceSize\": {\"x\":4,\"y\":0,\"w\":24,\"h\":32},\r\n * \"sourceSize\": {\"w\":32,\"h\":32}\r\n * @returns RawTexture of the frameMap\r\n */\r\n private _createFrameBuffer(): RawTexture {\r\n const data = [];\r\n //Do two Passes\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n data.push(0, 0, 0, 0); //frame\r\n data.push(0, 0, 0, 0); //spriteSourceSize\r\n data.push(0, 0, 0, 0); //sourceSize, rotated, trimmed\r\n data.push(0, 0, 0, 0); //Keep it pow2 cause I\"m cool like that... it helps with sampling accuracy as well. Plus then we have 4 other parameters for future stuff.\r\n }\r\n //Second Pass\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n const f = this.sprites[i][\"frame\"];\r\n const sss = this.sprites[i][\"spriteSourceSize\"];\r\n const ss = this.sprites[i][\"sourceSize\"];\r\n const r = this.sprites[i][\"rotated\"] ? 1 : 0;\r\n const t = this.sprites[i][\"trimmed\"] ? 1 : 0;\r\n\r\n //frame\r\n data[i * 4] = f.x;\r\n data[i * 4 + 1] = f.y;\r\n data[i * 4 + 2] = f.w;\r\n data[i * 4 + 3] = f.h;\r\n //spriteSourceSize\r\n data[i * 4 + this.spriteCount * 4] = sss.x;\r\n data[i * 4 + 1 + this.spriteCount * 4] = sss.y;\r\n data[i * 4 + 3 + this.spriteCount * 4] = sss.h;\r\n //sourceSize, rotated, trimmed\r\n data[i * 4 + this.spriteCount * 8] = ss.w;\r\n data[i * 4 + 1 + this.spriteCount * 8] = ss.h;\r\n data[i * 4 + 2 + this.spriteCount * 8] = r;\r\n data[i * 4 + 3 + this.spriteCount * 8] = t;\r\n }\r\n\r\n const floatArray = new Float32Array(data);\r\n\r\n const t = RawTexture.CreateRGBATexture(floatArray, this.spriteCount, 4, this._scene, false, false, Texture.NEAREST_NEAREST, Constants.TEXTURETYPE_FLOAT);\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Creates the tileMap texture Buffer\r\n * @param buffer normally and array of numbers, or a false to generate from scratch\r\n * @param _layer indicates what layer for a logic trigger dealing with the baseTile. The system uses this\r\n * @returns RawTexture of the tileMap\r\n */\r\n private _createTileBuffer(buffer: any, _layer: number = 0): RawTexture {\r\n let data = [];\r\n const _ty = this.options.stageSize!.y || 0;\r\n const _tx = this.options.stageSize!.x || 0;\r\n\r\n if (!buffer) {\r\n let bt = this.options.baseTile;\r\n if (_layer != 0) {\r\n bt = 0;\r\n }\r\n\r\n for (let y = 0; y < _ty; y++) {\r\n for (let x = 0; x < _tx * 4; x += 4) {\r\n data.push(bt, 0, 0, 0);\r\n }\r\n }\r\n } else {\r\n data = buffer;\r\n }\r\n\r\n const floatArray = new Float32Array(data);\r\n const t = RawTexture.CreateRGBATexture(floatArray, _tx, _ty, this._scene, false, false, Texture.NEAREST_NEAREST, Constants.TEXTURETYPE_FLOAT);\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Modifies the data of the tileMaps\r\n * @param _layer is the ID of the layer you want to edit on the SpriteMap\r\n * @param pos is the iVector2 Coordinates of the Tile\r\n * @param tile The SpriteIndex of the new Tile\r\n */\r\n public changeTiles(_layer: number = 0, pos: Vector2 | Vector2[], tile: number = 0): void {\r\n const buffer = this._tileMaps[_layer]!._texture!._bufferView;\r\n if (buffer === null) {\r\n return;\r\n }\r\n\r\n let p = [];\r\n if (pos instanceof Vector2) {\r\n p.push(pos);\r\n } else {\r\n p = pos;\r\n }\r\n\r\n const _tx = this.options.stageSize!.x || 0;\r\n\r\n for (let i = 0; i < p.length; i++) {\r\n const _p = p[i];\r\n _p.x = Math.floor(_p.x);\r\n _p.y = Math.floor(_p.y);\r\n const id: number = _p.x * 4 + _p.y * (_tx * 4);\r\n (buffer as any)[id] = tile;\r\n }\r\n\r\n const t = this._createTileBuffer(buffer);\r\n this._tileMaps[_layer].dispose();\r\n this._tileMaps[_layer] = t;\r\n this._material.setTextureArray(\"tileMap\", this._tileMaps);\r\n }\r\n\r\n /**\r\n * Creates the animationMap texture Buffer\r\n * @param buffer normally and array of numbers, or a false to generate from scratch\r\n * @returns RawTexture of the animationMap\r\n */\r\n private _createTileAnimationBuffer(buffer: Nullable<ArrayBufferView>): RawTexture {\r\n const data = [];\r\n let floatArray;\r\n if (!buffer) {\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n data.push(0, 0, 0, 0);\r\n let count = 1;\r\n while (count < (this.options.maxAnimationFrames || 4)) {\r\n data.push(0, 0, 0, 0);\r\n count++;\r\n }\r\n }\r\n floatArray = new Float32Array(data);\r\n } else {\r\n floatArray = buffer;\r\n }\r\n\r\n const t = RawTexture.CreateRGBATexture(\r\n floatArray,\r\n this.spriteCount,\r\n this.options.maxAnimationFrames || 4,\r\n this._scene,\r\n false,\r\n false,\r\n Texture.NEAREST_NEAREST,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Modifies the data of the animationMap\r\n * @param cellID is the Index of the Sprite\r\n * @param _frame is the target Animation frame\r\n * @param toCell is the Target Index of the next frame of the animation\r\n * @param time is a value between 0-1 that is the trigger for when the frame should change tiles\r\n * @param speed is a global scalar of the time variable on the map.\r\n */\r\n public addAnimationToTile(cellID: number = 0, _frame: number = 0, toCell: number = 0, time: number = 0, speed: number = 1): void {\r\n const buffer: any = this._animationMap!._texture!._bufferView;\r\n const id: number = cellID * 4 + this.spriteCount * 4 * _frame;\r\n if (!buffer) {\r\n return;\r\n }\r\n buffer[id] = toCell;\r\n buffer[id + 1] = time;\r\n buffer[id + 2] = speed;\r\n const t = this._createTileAnimationBuffer(buffer);\r\n this._animationMap.dispose();\r\n this._animationMap = t;\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n }\r\n\r\n /**\r\n * Exports the .tilemaps file\r\n */\r\n public saveTileMaps(): void {\r\n let maps = \"\";\r\n for (let i = 0; i < this._tileMaps.length; i++) {\r\n if (i > 0) {\r\n maps += \"\\n\\r\";\r\n }\r\n\r\n maps += this._tileMaps[i]!._texture!._bufferView!.toString();\r\n }\r\n const hiddenElement = document.createElement(\"a\");\r\n hiddenElement.href = \"data:octet/stream;charset=utf-8,\" + encodeURI(maps);\r\n hiddenElement.target = \"_blank\";\r\n hiddenElement.download = this.name + \".tilemaps\";\r\n hiddenElement.click();\r\n hiddenElement.remove();\r\n }\r\n\r\n /**\r\n * Imports the .tilemaps file\r\n * @param url of the .tilemaps file\r\n */\r\n public loadTileMaps(url: string): void {\r\n const xhr = new XMLHttpRequest();\r\n xhr.open(\"GET\", url);\r\n\r\n const _lc = this.options!.layerCount || 0;\r\n\r\n xhr.onload = () => {\r\n const data = xhr.response.split(\"\\n\\r\");\r\n for (let i = 0; i < _lc; i++) {\r\n const d = data[i].split(\",\").map(Number);\r\n const t = this._createTileBuffer(d);\r\n this._tileMaps[i].dispose();\r\n this._tileMaps[i] = t;\r\n }\r\n this._material.setTextureArray(\"tileMap\", this._tileMaps);\r\n };\r\n xhr.send();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n this._output.dispose();\r\n this._material.dispose();\r\n this._animationMap.dispose();\r\n this._tileMaps.forEach((tm) => {\r\n tm.dispose();\r\n });\r\n this._frameMap.dispose();\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"spriteMap.js","sourceRoot":"","sources":["../../../../dev/core/src/Sprites/spriteMap.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACxD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,UAAU,EAAE,MAAM,kCAAkC,CAAC;AAC9D,OAAO,EAAE,cAAc,EAAE,MAAM,6BAA6B,CAAC;AAI7D,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAE7C,OAAO,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAC9D,OAAO,+BAA+B,CAAC;AACvC,OAAO,6BAA6B,CAAC;AACrC,OAAO,EAAE,SAAS,EAAE,gCAA+B;AAEnD,MAAM,CAAN,IAAY,+BAGX;AAHD,WAAY,+BAA+B;IACvC,mFAAO,CAAA;IACP,iFAAM,CAAA;AACV,CAAC,EAHW,+BAA+B,KAA/B,+BAA+B,QAG1C;AAoFD;;GAEG;AACH,MAAM,OAAO,SAAS;IAgBlB,kDAAkD;IAClD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;IAC/B,CAAC;IAED,0CAA0C;IAC1C,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;IACjC,CAAC;IAED,0CAA0C;IAC1C,IAAW,QAAQ,CAAC,CAAU;QAC1B,IAAI,CAAC,OAAO,CAAC,QAAQ,GAAG,CAAC,CAAC;IAC9B,CAAC;IAED,0CAA0C;IAC1C,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;IACjC,CAAC;IAED,0CAA0C;IAC1C,IAAW,QAAQ,CAAC,CAAU;QAC1B,IAAI,CAAC,OAAO,CAAC,QAAQ,GAAG,CAAC,CAAC;IAC9B,CAAC;IAED,2BAA2B;IAC3B,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED,2BAA2B;IAC3B,IAAW,YAAY,CAAC,CAAa;QACjC,MAAM,MAAM,GAAG,CAAE,CAAC,QAAS,CAAC,WAAW,CAAC;QACxC,MAAM,EAAE,GAAG,IAAI,CAAC,0BAA0B,CAAC,MAAM,CAAC,CAAC;QACnD,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;QAC7B,IAAI,CAAC,aAAa,GAAG,EAAE,CAAC;QACxB,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;IAClE,CAAC;IAuBD;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,SAA2B,EAAE,WAAoB,EAAE,OAA0B,EAAE,KAAY;QACjH,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;QAClB,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAC3B,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC;QACxC,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;QAE/B;;WAEG;QACH,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAC3D,OAAO,CAAC,UAAU,GAAG,OAAO,CAAC,UAAU,IAAI,OAAO,CAAC,SAAS,CAAC;QAC7D,OAAO,CAAC,cAAc,GAAG,OAAO,CAAC,cAAc,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC;QAClE,OAAO,CAAC,cAAc,GAAG,OAAO,CAAC,cAAc,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC;QAClE,OAAO,CAAC,UAAU,GAAG,OAAO,CAAC,UAAU,IAAI,CAAC,CAAC;QAC7C,OAAO,CAAC,kBAAkB,GAAG,OAAO,CAAC,kBAAkB,IAAI,CAAC,CAAC;QAC7D,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,CAAC,CAAC;QACzC,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,IAAI,KAAK,CAAC;QACvC,OAAO,CAAC,aAAa,GAAG,OAAO,CAAC,aAAa,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEtE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAE3C,IAAI,CAAC,SAAS,GAAG,IAAI,KAAK,EAAE,CAAC;QAC7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,UAAU,EAAE,CAAC,EAAE,EAAE;YACzC,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,CAAC;SACxD;QAED,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,CAAC;QAE3D,MAAM,OAAO,GAAG,EAAE,CAAC;QACnB,OAAO,CAAC,IAAI,CAAC,iBAAiB,GAAG,OAAO,CAAC,UAAU,CAAC,CAAC;QAErD,IAAI,OAAO,EAAE,sBAAsB,KAAK,+BAA+B,CAAC,EAAE,EAAE;YACxE,OAAO,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;SACjC;QAED,IAAI,OAAO,CAAC,KAAK,EAAE;YACf,OAAO,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;SACjC;QAED,OAAO,CAAC,IAAI,CAAC,gCAAgC,OAAO,CAAC,kBAAkB,IAAI,CAAC,CAAC;QAE7E,MAAM,YAAY,GAAW,MAAM,CAAC,YAAY,CAAC,sBAAsB,CAAC,CAAC;QAEzE,IAAI,iBAAyB,CAAC;QAC9B,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,SAAS,CAAC,yBAAyB,EAAE;YACxD,iBAAiB,GAAG,EAAE,CAAC;YACvB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,UAAU,EAAE,CAAC,EAAE,EAAE;gBACzC,iBAAiB,IAAI,OAAO,CAAC,yCAAyC,CAAC,yCAAyC,CAAC;aACpH;SACJ;aAAM;YACH,iBAAiB,GAAG,aAAa,CAAC;YAClC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,UAAU,EAAE,CAAC,EAAE,EAAE;gBACzC,iBAAiB,IAAI,OAAO,GAAG,CAAC,GAAG,gCAAgC,GAAG,CAAC,GAAG,uCAAuC,CAAC;gBAClH,iBAAiB,IAAI,QAAQ,CAAC;aACjC;YACD,iBAAiB,IAAI,GAAG,CAAC;SAC5B;QAED,MAAM,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC,IAAI,GAAG,aAAa,CAAC,GAAG,YAAY,CAAC,OAAO,CAAC,yBAAyB,EAAE,iBAAiB,CAAC,CAAC;QAElI,IAAI,CAAC,SAAS,GAAG,IAAI,cAAc,CAC/B,YAAY,GAAG,IAAI,CAAC,IAAI,EACxB,IAAI,CAAC,MAAM,EACX;YACI,MAAM,EAAE,WAAW;YACnB,QAAQ,EAAE,WAAW,GAAG,IAAI,CAAC,IAAI;SACpC,EACD;YACI,OAAO;YACP,UAAU,EAAE,CAAC,UAAU,EAAE,QAAQ,EAAE,IAAI,CAAC;YACxC,QAAQ,EAAE,CAAC,qBAAqB,EAAE,MAAM,EAAE,WAAW,EAAE,YAAY,EAAE,eAAe,EAAE,aAAa,EAAE,MAAM,EAAE,UAAU,EAAE,eAAe,EAAE,SAAS,EAAE,OAAO,CAAC;YAC7J,QAAQ,EAAE,CAAC,aAAa,EAAE,UAAU,EAAE,UAAU,EAAE,cAAc,CAAC;YACjE,iBAAiB,EAAE,IAAI;SAC1B,CACJ,CAAC;QAEF,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;QAEf,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,aAAa,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QACzD,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,WAAW,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;QAC1D,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,YAAY,EAAE,OAAO,CAAC,UAAU,CAAC,CAAC;QAC5D,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,aAAa,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAC3D,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAC9D,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,UAAU,EAAE,OAAO,CAAC,aAAa,CAAC,CAAC;QAE7D,IAAI,QAAQ,GAAG,CAAC,CAAC;QAEjB,MAAM,iBAAiB,GAAG,GAAG,EAAE;YAC3B,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,EAAE;gBAChD,IAAI,IAAI,CAAC,WAAW,CAAC,QAAQ,EAAE;oBAC3B,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,OAAO,CAAC,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,SAAS,IAAI,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,UAAU,IAAI,CAAC,CAAC,CAAC,CAAC;oBAC7I,OAAO;iBACV;aACJ;YACD,IAAI,QAAQ,GAAG,GAAG,EAAE;gBAChB,UAAU,CAAC,GAAG,EAAE;oBACZ,QAAQ,EAAE,CAAC;oBACX,iBAAiB,EAAE,CAAC;gBACxB,CAAC,EAAE,GAAG,CAAC,CAAC;aACX;QACL,CAAC,CAAC;QAEF,iBAAiB,EAAE,CAAC;QAEpB,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,UAAU,EAAE,OAAO,CAAC,aAAa,CAAC,CAAC;QAC7D,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QACtD,IAAI,CAAC,SAAS,CAAC,eAAe,CAAC,UAAU,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAC3D,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAC9D,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAE5C,IAAI,CAAC,OAAO,GAAG,WAAW,CAAC,IAAI,GAAG,SAAS,EAAE,EAAE,IAAI,EAAE,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;QAClF,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,UAAU,CAAC,CAAC,CAAC;QAC9C,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,UAAU,CAAC,CAAC,CAAC;QAC9C,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,cAAc,CAAC;QACvC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,cAAc,CAAC;QAEvC,MAAM,UAAU,GAAG,GAAG,EAAE;YACpB,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,YAAY,EAAE,CAAC;YACrD,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAChD,CAAC,CAAC;QAEF,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;QACrD,IAAI,CAAC,OAAO,CAAC,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;IAC3C,CAAC;IAED;;;;OAIG;IACI,gBAAgB,CAAC,IAAY;QAChC,MAAM,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,QAAQ,KAAK,IAAI,CAAC,CAAC;QACxE,OAAO,GAAG,CAAC;IACf,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,CAAC,GAAG,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAClC,CAAC,CAAC,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,SAAS,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,CAAC;QAC5D,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACtB,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACtB,OAAO,CAAC,CAAC;IACb,CAAC;IAED;;;OAGG;IACI,gBAAgB;QACnB,MAAM,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC;QACzB,MAAM,QAAQ,GAA0B,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,IAAI,EAAE,EAAE;YAC1G,IAAI,IAAI,KAAK,GAAG,EAAE;gBACd,OAAO,KAAK,CAAC;aAChB;YACD,OAAO,IAAI,CAAC;QAChB,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,QAAQ,IAAI,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,qBAAqB,EAAE;YAC/D,OAAO,IAAI,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;SAC9B;QAED,MAAM,MAAM,GAAG,QAAQ,CAAC,qBAAqB,EAAE,CAAC;QAChD,IAAI,MAAM,EAAE;YACR,OAAO,MAAM,CAAC;SACjB;QAED,OAAO,IAAI,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAC/B,CAAC;IAED;;;;;;;;;;;OAWG;IACK,kBAAkB;QACtB,MAAM,IAAI,GAAG,EAAE,CAAC;QAChB,eAAe;QACf,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,EAAE;YACvC,IAAI,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,OAAO;YAC9B,IAAI,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,kBAAkB;YACzC,IAAI,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,8BAA8B;YACrD,IAAI,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,0IAA0I;SACpK;QACD,aAAa;QACb,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,EAAE;YACvC,MAAM,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC;YACnC,MAAM,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,CAAC;YAChD,MAAM,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC;YACzC,MAAM,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC7C,MAAM,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAE7C,OAAO;YACP,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAClB,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACtB,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACtB,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACtB,kBAAkB;YAClB,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YAC3C,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YAC/C,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YAC/C,8BAA8B;YAC9B,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;YAC1C,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;YAC9C,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;YAC3C,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;SAC9C;QAED,MAAM,UAAU,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC;QAE1C,MAAM,CAAC,GAAG,UAAU,CAAC,iBAAiB,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,eAAe,EAAE,SAAS,CAAC,iBAAiB,CAAC,CAAC;QAEzJ,OAAO,CAAC,CAAC;IACb,CAAC;IAED;;;;;OAKG;IACK,iBAAiB,CAAC,MAAW,EAAE,SAAiB,CAAC;QACrD,IAAI,IAAI,GAAG,EAAE,CAAC;QACd,MAAM,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,SAAU,CAAC,CAAC,IAAI,CAAC,CAAC;QAC3C,MAAM,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,SAAU,CAAC,CAAC,IAAI,CAAC,CAAC;QAE3C,IAAI,CAAC,MAAM,EAAE;YACT,IAAI,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;YAC/B,IAAI,MAAM,IAAI,CAAC,EAAE;gBACb,EAAE,GAAG,CAAC,CAAC;aACV;YAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE;gBAC1B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE;oBACjC,IAAI,CAAC,IAAI,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;iBAC1B;aACJ;SACJ;aAAM;YACH,IAAI,GAAG,MAAM,CAAC;SACjB;QAED,MAAM,UAAU,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC;QAC1C,MAAM,CAAC,GAAG,UAAU,CAAC,iBAAiB,CAAC,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,eAAe,EAAE,SAAS,CAAC,iBAAiB,CAAC,CAAC;QAE9I,OAAO,CAAC,CAAC;IACb,CAAC;IAED;;;;;OAKG;IACI,WAAW,CAAC,SAAiB,CAAC,EAAE,GAAwB,EAAE,OAAe,CAAC;QAC7E,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,CAAE,CAAC,QAAS,CAAC,WAAW,CAAC;QAC7D,IAAI,MAAM,KAAK,IAAI,EAAE;YACjB,OAAO;SACV;QAED,IAAI,CAAC,GAAG,EAAE,CAAC;QACX,IAAI,GAAG,YAAY,OAAO,EAAE;YACxB,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;SACf;aAAM;YACH,CAAC,GAAG,GAAG,CAAC;SACX;QAED,MAAM,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,SAAU,CAAC,CAAC,IAAI,CAAC,CAAC;QAE3C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC/B,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;YAChB,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;YACxB,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;YACxB,MAAM,EAAE,GAAW,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YAC9C,MAAc,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC;SAC9B;QAED,MAAM,CAAC,GAAG,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC;QACzC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,OAAO,EAAE,CAAC;QACjC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC;QAC3B,IAAI,CAAC,SAAS,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;IAC9D,CAAC;IAED;;;;OAIG;IACK,0BAA0B,CAAC,MAAiC;QAChE,MAAM,IAAI,GAAG,EAAE,CAAC;QAChB,IAAI,UAAU,CAAC;QACf,IAAI,CAAC,MAAM,EAAE;YACT,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,EAAE;gBACvC,IAAI,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;gBACtB,IAAI,KAAK,GAAG,CAAC,CAAC;gBACd,OAAO,KAAK,GAAG,CAAC,IAAI,CAAC,OAAO,CAAC,kBAAkB,IAAI,CAAC,CAAC,EAAE;oBACnD,IAAI,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBACtB,KAAK,EAAE,CAAC;iBACX;aACJ;YACD,UAAU,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC;SACvC;aAAM;YACH,UAAU,GAAG,MAAM,CAAC;SACvB;QAED,MAAM,CAAC,GAAG,UAAU,CAAC,iBAAiB,CAClC,UAAU,EACV,IAAI,CAAC,WAAW,EAChB,IAAI,CAAC,OAAO,CAAC,kBAAkB,IAAI,CAAC,EACpC,IAAI,CAAC,MAAM,EACX,KAAK,EACL,KAAK,EACL,OAAO,CAAC,eAAe,EACvB,SAAS,CAAC,iBAAiB,CAC9B,CAAC;QAEF,OAAO,CAAC,CAAC;IACb,CAAC;IAED;;;;;;;OAOG;IACI,kBAAkB,CAAC,SAAiB,CAAC,EAAE,SAAiB,CAAC,EAAE,SAAiB,CAAC,EAAE,OAAe,CAAC,EAAE,QAAgB,CAAC;QACrH,MAAM,MAAM,GAAQ,IAAI,CAAC,aAAc,CAAC,QAAS,CAAC,WAAW,CAAC;QAC9D,MAAM,EAAE,GAAW,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,GAAG,MAAM,CAAC;QAC9D,IAAI,CAAC,MAAM,EAAE;YACT,OAAO;SACV;QACD,MAAM,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC;QACpB,MAAM,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC;QACtB,MAAM,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC;QACvB,MAAM,CAAC,GAAG,IAAI,CAAC,0BAA0B,CAAC,MAAM,CAAC,CAAC;QAClD,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;QAC7B,IAAI,CAAC,aAAa,GAAG,CAAC,CAAC;QACvB,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;IAClE,CAAC;IAED;;OAEG;IACI,YAAY;QACf,IAAI,IAAI,GAAG,EAAE,CAAC;QACd,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC5C,IAAI,CAAC,GAAG,CAAC,EAAE;gBACP,IAAI,IAAI,MAAM,CAAC;aAClB;YAED,IAAI,IAAI,IAAI,CAAC,SAAS,CAAC,CAAC,CAAE,CAAC,QAAS,CAAC,WAAY,CAAC,QAAQ,EAAE,CAAC;SAChE;QACD,MAAM,aAAa,GAAG,QAAQ,CAAC,aAAa,CAAC,GAAG,CAAC,CAAC;QAClD,aAAa,CAAC,IAAI,GAAG,kCAAkC,GAAG,SAAS,CAAC,IAAI,CAAC,CAAC;QAC1E,aAAa,CAAC,MAAM,GAAG,QAAQ,CAAC;QAChC,aAAa,CAAC,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,WAAW,CAAC;QACjD,aAAa,CAAC,KAAK,EAAE,CAAC;QACtB,aAAa,CAAC,MAAM,EAAE,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACI,YAAY,CAAC,GAAW;QAC3B,MAAM,GAAG,GAAG,IAAI,cAAc,EAAE,CAAC;QACjC,GAAG,CAAC,IAAI,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC;QAErB,MAAM,GAAG,GAAG,IAAI,CAAC,OAAQ,CAAC,UAAU,IAAI,CAAC,CAAC;QAE1C,GAAG,CAAC,MAAM,GAAG,GAAG,EAAE;YACd,MAAM,IAAI,GAAG,GAAG,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;YACxC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE;gBAC1B,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;gBACzC,MAAM,CAAC,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC;gBACpC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;gBAC5B,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;aACzB;YACD,IAAI,CAAC,SAAS,CAAC,eAAe,CAAC,SAAS,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAC9D,CAAC,CAAC;QACF,GAAG,CAAC,IAAI,EAAE,CAAC;IACf,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;QACvB,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;QACzB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;QAC7B,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,EAAE,EAAE,EAAE;YAC1B,EAAE,CAAC,OAAO,EAAE,CAAC;QACjB,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;IAC7B,CAAC;CACJ","sourcesContent":["import type { IDisposable, Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Vector2, Vector3 } from \"../Maths/math.vector\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { ISpriteJSONSprite, ISpriteJSONAtlas } from \"./ISprites\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\nimport \"../Shaders/spriteMap.fragment\";\r\nimport \"../Shaders/spriteMap.vertex\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nexport enum SpriteMapFrameRotationDirection {\r\n CCW = 0,\r\n CW = 1,\r\n}\r\n\r\n/**\r\n * Defines the basic options interface of a SpriteMap\r\n */\r\nexport interface ISpriteMapOptions {\r\n /**\r\n * Vector2 of the number of cells in the grid.\r\n */\r\n stageSize?: Vector2;\r\n\r\n /**\r\n * Vector2 of the size of the output plane in World Units.\r\n */\r\n outputSize?: Vector2;\r\n\r\n /**\r\n * Vector3 of the position of the output plane in World Units.\r\n */\r\n outputPosition?: Vector3;\r\n\r\n /**\r\n * Vector3 of the rotation of the output plane.\r\n */\r\n outputRotation?: Vector3;\r\n\r\n /**\r\n * number of layers that the system will reserve in resources.\r\n */\r\n layerCount?: number;\r\n\r\n /**\r\n * number of max animation frames a single cell will reserve in resources.\r\n */\r\n maxAnimationFrames?: number;\r\n\r\n /**\r\n * number cell index of the base tile when the system compiles.\r\n */\r\n baseTile?: number;\r\n\r\n /**\r\n * boolean flip the sprite after its been repositioned by the framing data.\r\n */\r\n flipU?: boolean;\r\n\r\n /**\r\n * Vector3 scalar of the global RGB values of the SpriteMap.\r\n */\r\n colorMultiply?: Vector3;\r\n\r\n /**\r\n * Rotation direction of the frame by 90 degrees.\r\n * Applied when the the frame's \"rotated\" parameter is true.\r\n * Default is CCW.\r\n */\r\n frameRotationDirection?: SpriteMapFrameRotationDirection;\r\n}\r\n\r\n/**\r\n * Defines the IDisposable interface in order to be cleanable from resources.\r\n */\r\nexport interface ISpriteMap extends IDisposable {\r\n /**\r\n * String name of the SpriteMap.\r\n */\r\n name: string;\r\n\r\n /**\r\n * The JSON Array file from a https://www.codeandweb.com/texturepacker export. Or similar structure.\r\n */\r\n atlasJSON: ISpriteJSONAtlas;\r\n\r\n /**\r\n * Texture of the SpriteMap.\r\n */\r\n spriteSheet: Texture;\r\n\r\n /**\r\n * The parameters to initialize the SpriteMap with.\r\n */\r\n options: ISpriteMapOptions;\r\n}\r\n\r\n/**\r\n * Class used to manage a grid restricted sprite deployment on an Output plane.\r\n */\r\nexport class SpriteMap implements ISpriteMap {\r\n /** The Name of the spriteMap */\r\n public name: string;\r\n\r\n /** The JSON file with the frame and meta data */\r\n public atlasJSON: ISpriteJSONAtlas;\r\n\r\n /** The systems Sprite Sheet Texture */\r\n public spriteSheet: Texture;\r\n\r\n /** Arguments passed with the Constructor */\r\n public options: ISpriteMapOptions;\r\n\r\n /** Public Sprite Storage array, parsed from atlasJSON */\r\n public sprites: Array<ISpriteJSONSprite>;\r\n\r\n /** Returns the Number of Sprites in the System */\r\n public get spriteCount(): number {\r\n return this.sprites.length;\r\n }\r\n\r\n /** Returns the Position of Output Plane*/\r\n public get position(): Vector3 {\r\n return this._output.position;\r\n }\r\n\r\n /** Returns the Position of Output Plane*/\r\n public set position(v: Vector3) {\r\n this._output.position = v;\r\n }\r\n\r\n /** Returns the Rotation of Output Plane*/\r\n public get rotation(): Vector3 {\r\n return this._output.rotation;\r\n }\r\n\r\n /** Returns the Rotation of Output Plane*/\r\n public set rotation(v: Vector3) {\r\n this._output.rotation = v;\r\n }\r\n\r\n /** Sets the AnimationMap*/\r\n public get animationMap() {\r\n return this._animationMap;\r\n }\r\n\r\n /** Sets the AnimationMap*/\r\n public set animationMap(v: RawTexture) {\r\n const buffer = v!._texture!._bufferView;\r\n const am = this._createTileAnimationBuffer(buffer);\r\n this._animationMap.dispose();\r\n this._animationMap = am;\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n }\r\n\r\n /** Scene that the SpriteMap was created in */\r\n private _scene: Scene;\r\n\r\n /** Texture Buffer of Float32 that holds tile frame data*/\r\n private _frameMap: RawTexture;\r\n\r\n /** Texture Buffers of Float32 that holds tileMap data*/\r\n private _tileMaps: RawTexture[];\r\n\r\n /** Texture Buffer of Float32 that holds Animation Data*/\r\n private _animationMap: RawTexture;\r\n\r\n /** Custom ShaderMaterial Central to the System*/\r\n private _material: ShaderMaterial;\r\n\r\n /** Custom ShaderMaterial Central to the System*/\r\n private _output: Mesh;\r\n\r\n /** Systems Time Ticker*/\r\n private _time: number;\r\n\r\n /**\r\n * Creates a new SpriteMap\r\n * @param name defines the SpriteMaps Name\r\n * @param atlasJSON is the JSON file that controls the Sprites Frames and Meta\r\n * @param spriteSheet is the Texture that the Sprites are on.\r\n * @param options a basic deployment configuration\r\n * @param scene The Scene that the map is deployed on\r\n */\r\n constructor(name: string, atlasJSON: ISpriteJSONAtlas, spriteSheet: Texture, options: ISpriteMapOptions, scene: Scene) {\r\n this.name = name;\r\n this.sprites = [];\r\n this.atlasJSON = atlasJSON;\r\n this.sprites = this.atlasJSON[\"frames\"];\r\n this.spriteSheet = spriteSheet;\r\n\r\n /**\r\n * Run through the options and set what ever defaults are needed that where not declared.\r\n */\r\n this.options = options;\r\n options.stageSize = options.stageSize || new Vector2(1, 1);\r\n options.outputSize = options.outputSize || options.stageSize;\r\n options.outputPosition = options.outputPosition || Vector3.Zero();\r\n options.outputRotation = options.outputRotation || Vector3.Zero();\r\n options.layerCount = options.layerCount || 1;\r\n options.maxAnimationFrames = options.maxAnimationFrames || 0;\r\n options.baseTile = options.baseTile || 0;\r\n options.flipU = options.flipU || false;\r\n options.colorMultiply = options.colorMultiply || new Vector3(1, 1, 1);\r\n\r\n this._scene = scene;\r\n\r\n this._frameMap = this._createFrameBuffer();\r\n\r\n this._tileMaps = new Array();\r\n for (let i = 0; i < options.layerCount; i++) {\r\n this._tileMaps.push(this._createTileBuffer(null, i));\r\n }\r\n\r\n this._animationMap = this._createTileAnimationBuffer(null);\r\n\r\n const defines = [];\r\n defines.push(\"#define LAYERS \" + options.layerCount);\r\n\r\n if (options?.frameRotationDirection === SpriteMapFrameRotationDirection.CW) {\r\n defines.push(\"#define FR_CW\");\r\n }\r\n\r\n if (options.flipU) {\r\n defines.push(\"#define FLIPU\");\r\n }\r\n\r\n defines.push(`#define MAX_ANIMATION_FRAMES ${options.maxAnimationFrames}.0`);\r\n\r\n const shaderString: string = Effect.ShadersStore[\"spriteMapPixelShader\"];\r\n\r\n let layerSampleString: string;\r\n if (!scene.getEngine()._features.supportSwitchCaseInShader) {\r\n layerSampleString = \"\";\r\n for (let i = 0; i < options.layerCount; i++) {\r\n layerSampleString += `if (${i} == i) { frameID = texture2D(tileMaps[${i}], (tileID + 0.5) / stageSize, 0.).x; }`;\r\n }\r\n } else {\r\n layerSampleString = \"switch(i) {\";\r\n for (let i = 0; i < options.layerCount; i++) {\r\n layerSampleString += \"case \" + i + \" : frameID = texture(tileMaps[\" + i + \"], (tileID + 0.5) / stageSize, 0.).x;\";\r\n layerSampleString += \"break;\";\r\n }\r\n layerSampleString += \"}\";\r\n }\r\n\r\n Effect.ShadersStore[\"spriteMap\" + this.name + \"PixelShader\"] = shaderString.replace(\"#define LAYER_ID_SWITCH\", layerSampleString);\r\n\r\n this._material = new ShaderMaterial(\r\n \"spriteMap:\" + this.name,\r\n this._scene,\r\n {\r\n vertex: \"spriteMap\",\r\n fragment: \"spriteMap\" + this.name,\r\n },\r\n {\r\n defines,\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\"worldViewProjection\", \"time\", \"stageSize\", \"outputSize\", \"spriteMapSize\", \"spriteCount\", \"time\", \"colorMul\", \"mousePosition\", \"curTile\", \"flipU\"],\r\n samplers: [\"spriteSheet\", \"frameMap\", \"tileMaps\", \"animationMap\"],\r\n needAlphaBlending: true,\r\n }\r\n );\r\n\r\n this._time = 0;\r\n\r\n this._material.setFloat(\"spriteCount\", this.spriteCount);\r\n this._material.setVector2(\"stageSize\", options.stageSize);\r\n this._material.setVector2(\"outputSize\", options.outputSize);\r\n this._material.setTexture(\"spriteSheet\", this.spriteSheet);\r\n this._material.setVector2(\"spriteMapSize\", new Vector2(1, 1));\r\n this._material.setVector3(\"colorMul\", options.colorMultiply);\r\n\r\n let tickSave = 0;\r\n\r\n const bindSpriteTexture = () => {\r\n if (this.spriteSheet && this.spriteSheet.isReady()) {\r\n if (this.spriteSheet._texture) {\r\n this._material.setVector2(\"spriteMapSize\", new Vector2(this.spriteSheet._texture.baseWidth || 1, this.spriteSheet._texture.baseHeight || 1));\r\n return;\r\n }\r\n }\r\n if (tickSave < 100) {\r\n setTimeout(() => {\r\n tickSave++;\r\n bindSpriteTexture();\r\n }, 100);\r\n }\r\n };\r\n\r\n bindSpriteTexture();\r\n\r\n this._material.setVector3(\"colorMul\", options.colorMultiply);\r\n this._material.setTexture(\"frameMap\", this._frameMap);\r\n this._material.setTextureArray(\"tileMaps\", this._tileMaps);\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n this._material.setFloat(\"time\", this._time);\r\n\r\n this._output = CreatePlane(name + \":output\", { size: 1, updatable: true }, scene);\r\n this._output.scaling.x = options.outputSize.x;\r\n this._output.scaling.y = options.outputSize.y;\r\n this.position = options.outputPosition;\r\n this.rotation = options.outputRotation;\r\n\r\n const obfunction = () => {\r\n this._time += this._scene.getEngine().getDeltaTime();\r\n this._material.setFloat(\"time\", this._time);\r\n };\r\n\r\n this._scene.onBeforeRenderObservable.add(obfunction);\r\n this._output.material = this._material;\r\n }\r\n\r\n /**\r\n * Returns the index of the frame for a given filename\r\n * @param name filename of the frame\r\n * @returns index of the frame\r\n */\r\n public getTileIdxByName(name: string): number {\r\n const idx = this.atlasJSON.frames.findIndex((f) => f.filename === name);\r\n return idx;\r\n }\r\n\r\n /**\r\n * Returns tileID location\r\n * @returns Vector2 the cell position ID\r\n */\r\n public getTileID(): Vector2 {\r\n const p = this.getMousePosition();\r\n p.multiplyInPlace(this.options.stageSize || Vector2.Zero());\r\n p.x = Math.floor(p.x);\r\n p.y = Math.floor(p.y);\r\n return p;\r\n }\r\n\r\n /**\r\n * Gets the UV location of the mouse over the SpriteMap.\r\n * @returns Vector2 the UV position of the mouse interaction\r\n */\r\n public getMousePosition(): Vector2 {\r\n const out = this._output;\r\n const pickinfo: Nullable<PickingInfo> = this._scene.pick(this._scene.pointerX, this._scene.pointerY, (mesh) => {\r\n if (mesh !== out) {\r\n return false;\r\n }\r\n return true;\r\n });\r\n\r\n if (!pickinfo || !pickinfo.hit || !pickinfo.getTextureCoordinates) {\r\n return new Vector2(-1, -1);\r\n }\r\n\r\n const coords = pickinfo.getTextureCoordinates();\r\n if (coords) {\r\n return coords;\r\n }\r\n\r\n return new Vector2(-1, -1);\r\n }\r\n\r\n /**\r\n * Creates the \"frame\" texture Buffer\r\n * -------------------------------------\r\n * Structure of frames\r\n * \"filename\": \"Falling-Water-2.png\",\r\n * \"frame\": {\"x\":69,\"y\":103,\"w\":24,\"h\":32},\r\n * \"rotated\": true,\r\n * \"trimmed\": true,\r\n * \"spriteSourceSize\": {\"x\":4,\"y\":0,\"w\":24,\"h\":32},\r\n * \"sourceSize\": {\"w\":32,\"h\":32}\r\n * @returns RawTexture of the frameMap\r\n */\r\n private _createFrameBuffer(): RawTexture {\r\n const data = [];\r\n //Do two Passes\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n data.push(0, 0, 0, 0); //frame\r\n data.push(0, 0, 0, 0); //spriteSourceSize\r\n data.push(0, 0, 0, 0); //sourceSize, rotated, trimmed\r\n data.push(0, 0, 0, 0); //Keep it pow2 cause I\"m cool like that... it helps with sampling accuracy as well. Plus then we have 4 other parameters for future stuff.\r\n }\r\n //Second Pass\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n const f = this.sprites[i][\"frame\"];\r\n const sss = this.sprites[i][\"spriteSourceSize\"];\r\n const ss = this.sprites[i][\"sourceSize\"];\r\n const r = this.sprites[i][\"rotated\"] ? 1 : 0;\r\n const t = this.sprites[i][\"trimmed\"] ? 1 : 0;\r\n\r\n //frame\r\n data[i * 4] = f.x;\r\n data[i * 4 + 1] = f.y;\r\n data[i * 4 + 2] = f.w;\r\n data[i * 4 + 3] = f.h;\r\n //spriteSourceSize\r\n data[i * 4 + this.spriteCount * 4] = sss.x;\r\n data[i * 4 + 1 + this.spriteCount * 4] = sss.y;\r\n data[i * 4 + 3 + this.spriteCount * 4] = sss.h;\r\n //sourceSize, rotated, trimmed\r\n data[i * 4 + this.spriteCount * 8] = ss.w;\r\n data[i * 4 + 1 + this.spriteCount * 8] = ss.h;\r\n data[i * 4 + 2 + this.spriteCount * 8] = r;\r\n data[i * 4 + 3 + this.spriteCount * 8] = t;\r\n }\r\n\r\n const floatArray = new Float32Array(data);\r\n\r\n const t = RawTexture.CreateRGBATexture(floatArray, this.spriteCount, 4, this._scene, false, false, Texture.NEAREST_NEAREST, Constants.TEXTURETYPE_FLOAT);\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Creates the tileMap texture Buffer\r\n * @param buffer normally and array of numbers, or a false to generate from scratch\r\n * @param _layer indicates what layer for a logic trigger dealing with the baseTile. The system uses this\r\n * @returns RawTexture of the tileMap\r\n */\r\n private _createTileBuffer(buffer: any, _layer: number = 0): RawTexture {\r\n let data = [];\r\n const _ty = this.options.stageSize!.y || 0;\r\n const _tx = this.options.stageSize!.x || 0;\r\n\r\n if (!buffer) {\r\n let bt = this.options.baseTile;\r\n if (_layer != 0) {\r\n bt = 0;\r\n }\r\n\r\n for (let y = 0; y < _ty; y++) {\r\n for (let x = 0; x < _tx * 4; x += 4) {\r\n data.push(bt, 0, 0, 0);\r\n }\r\n }\r\n } else {\r\n data = buffer;\r\n }\r\n\r\n const floatArray = new Float32Array(data);\r\n const t = RawTexture.CreateRGBATexture(floatArray, _tx, _ty, this._scene, false, false, Texture.NEAREST_NEAREST, Constants.TEXTURETYPE_FLOAT);\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Modifies the data of the tileMaps\r\n * @param _layer is the ID of the layer you want to edit on the SpriteMap\r\n * @param pos is the iVector2 Coordinates of the Tile\r\n * @param tile The SpriteIndex of the new Tile\r\n */\r\n public changeTiles(_layer: number = 0, pos: Vector2 | Vector2[], tile: number = 0): void {\r\n const buffer = this._tileMaps[_layer]!._texture!._bufferView;\r\n if (buffer === null) {\r\n return;\r\n }\r\n\r\n let p = [];\r\n if (pos instanceof Vector2) {\r\n p.push(pos);\r\n } else {\r\n p = pos;\r\n }\r\n\r\n const _tx = this.options.stageSize!.x || 0;\r\n\r\n for (let i = 0; i < p.length; i++) {\r\n const _p = p[i];\r\n _p.x = Math.floor(_p.x);\r\n _p.y = Math.floor(_p.y);\r\n const id: number = _p.x * 4 + _p.y * (_tx * 4);\r\n (buffer as any)[id] = tile;\r\n }\r\n\r\n const t = this._createTileBuffer(buffer);\r\n this._tileMaps[_layer].dispose();\r\n this._tileMaps[_layer] = t;\r\n this._material.setTextureArray(\"tileMap\", this._tileMaps);\r\n }\r\n\r\n /**\r\n * Creates the animationMap texture Buffer\r\n * @param buffer normally and array of numbers, or a false to generate from scratch\r\n * @returns RawTexture of the animationMap\r\n */\r\n private _createTileAnimationBuffer(buffer: Nullable<ArrayBufferView>): RawTexture {\r\n const data = [];\r\n let floatArray;\r\n if (!buffer) {\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n data.push(0, 0, 0, 0);\r\n let count = 1;\r\n while (count < (this.options.maxAnimationFrames || 4)) {\r\n data.push(0, 0, 0, 0);\r\n count++;\r\n }\r\n }\r\n floatArray = new Float32Array(data);\r\n } else {\r\n floatArray = buffer;\r\n }\r\n\r\n const t = RawTexture.CreateRGBATexture(\r\n floatArray,\r\n this.spriteCount,\r\n this.options.maxAnimationFrames || 4,\r\n this._scene,\r\n false,\r\n false,\r\n Texture.NEAREST_NEAREST,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Modifies the data of the animationMap\r\n * @param cellID is the Index of the Sprite\r\n * @param _frame is the target Animation frame\r\n * @param toCell is the Target Index of the next frame of the animation\r\n * @param time is a value between 0-1 that is the trigger for when the frame should change tiles\r\n * @param speed is a global scalar of the time variable on the map.\r\n */\r\n public addAnimationToTile(cellID: number = 0, _frame: number = 0, toCell: number = 0, time: number = 0, speed: number = 1): void {\r\n const buffer: any = this._animationMap!._texture!._bufferView;\r\n const id: number = cellID * 4 + this.spriteCount * 4 * _frame;\r\n if (!buffer) {\r\n return;\r\n }\r\n buffer[id] = toCell;\r\n buffer[id + 1] = time;\r\n buffer[id + 2] = speed;\r\n const t = this._createTileAnimationBuffer(buffer);\r\n this._animationMap.dispose();\r\n this._animationMap = t;\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n }\r\n\r\n /**\r\n * Exports the .tilemaps file\r\n */\r\n public saveTileMaps(): void {\r\n let maps = \"\";\r\n for (let i = 0; i < this._tileMaps.length; i++) {\r\n if (i > 0) {\r\n maps += \"\\n\\r\";\r\n }\r\n\r\n maps += this._tileMaps[i]!._texture!._bufferView!.toString();\r\n }\r\n const hiddenElement = document.createElement(\"a\");\r\n hiddenElement.href = \"data:octet/stream;charset=utf-8,\" + encodeURI(maps);\r\n hiddenElement.target = \"_blank\";\r\n hiddenElement.download = this.name + \".tilemaps\";\r\n hiddenElement.click();\r\n hiddenElement.remove();\r\n }\r\n\r\n /**\r\n * Imports the .tilemaps file\r\n * @param url of the .tilemaps file\r\n */\r\n public loadTileMaps(url: string): void {\r\n const xhr = new XMLHttpRequest();\r\n xhr.open(\"GET\", url);\r\n\r\n const _lc = this.options!.layerCount || 0;\r\n\r\n xhr.onload = () => {\r\n const data = xhr.response.split(\"\\n\\r\");\r\n for (let i = 0; i < _lc; i++) {\r\n const d = data[i].split(\",\").map(Number);\r\n const t = this._createTileBuffer(d);\r\n this._tileMaps[i].dispose();\r\n this._tileMaps[i] = t;\r\n }\r\n this._material.setTextureArray(\"tileMap\", this._tileMaps);\r\n };\r\n xhr.send();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n this._output.dispose();\r\n this._material.dispose();\r\n this._animationMap.dispose();\r\n this._tileMaps.forEach((tm) => {\r\n tm.dispose();\r\n });\r\n this._frameMap.dispose();\r\n }\r\n}\r\n"]}
|