@babylonjs/core 7.32.5 → 7.33.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +16 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +40 -7
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/effectRenderer.d.ts +1 -1
- package/Materials/effectRenderer.js +2 -2
- package/Materials/effectRenderer.js.map +1 -1
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +12 -12
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Shaders/iblShadowAccumulation.fragment.js +2 -1
- package/Shaders/iblShadowAccumulation.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowAccumulation.fragment.js +2 -1
- package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
- package/package.json +1 -1
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@@ -213,7 +213,7 @@ export declare class EffectWrapper {
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get name(): string;
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set name(value: string);
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/**
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-
* Type of alpha mode to use when applying the effect (default: Engine.ALPHA_DISABLE)
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+
* Type of alpha mode to use when applying the effect (default: Engine.ALPHA_DISABLE). Used only if useAsPostProcess is true.
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*/
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alphaMode: number;
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/**
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@@ -188,7 +188,7 @@ export class EffectWrapper {
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*/
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constructor(creationOptions) {
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/**
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* Type of alpha mode to use when applying the effect (default: Engine.ALPHA_DISABLE)
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* Type of alpha mode to use when applying the effect (default: Engine.ALPHA_DISABLE). Used only if useAsPostProcess is true.
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*/
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this.alphaMode = 0;
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/**
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@@ -377,8 +377,8 @@ export class EffectWrapper {
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* Binds the data to the effect.
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*/
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bind() {
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this.options.engine.setAlphaMode(this.alphaMode);
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if (this.options.useAsPostProcess) {
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this.options.engine.setAlphaMode(this.alphaMode);
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this.drawWrapper.effect.setFloat2("scale", 1, 1);
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}
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EffectWrapper._GetShaderCodeProcessing(this.name)?.bindCustomBindings?.(this.name, this._drawWrapper.effect);
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@@ -1 +1 @@
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1
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-
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type { NonNullableFields, Nullable } from \"../types\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IShaderPath } from \"./effect\";\r\nimport { Effect } from \"./effect\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"./drawWrapper\";\r\nimport type { IRenderTargetTexture, RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\n\r\n// Prevents ES6 issue if not imported.\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * Effect Render Options\r\n */\r\nexport interface IEffectRendererOptions {\r\n /**\r\n * Defines the vertices positions.\r\n */\r\n positions?: number[];\r\n /**\r\n * Defines the indices.\r\n */\r\n indices?: number[];\r\n}\r\n\r\n// Fullscreen quad buffers by default.\r\nconst defaultOptions = {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 1, 2, 0, 2, 3],\r\n};\r\n\r\n/**\r\n * Helper class to render one or more effects.\r\n * You can access the previous rendering in your shader by declaring a sampler named textureSampler\r\n */\r\nexport class EffectRenderer {\r\n /**\r\n * The engine the effect renderer has been created for.\r\n */\r\n public readonly engine: AbstractEngine;\r\n\r\n private _vertexBuffers: { [key: string]: VertexBuffer };\r\n private _indexBuffer: DataBuffer;\r\n\r\n private _fullscreenViewport = new Viewport(0, 0, 1, 1);\r\n private _onContextRestoredObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n private _savedStateDepthTest: boolean;\r\n private _savedStateStencilTest: boolean;\r\n\r\n /**\r\n * Creates an effect renderer\r\n * @param engine the engine to use for rendering\r\n * @param options defines the options of the effect renderer\r\n */\r\n constructor(engine: AbstractEngine, options: IEffectRendererOptions = defaultOptions) {\r\n const positions = options.positions ?? defaultOptions.positions;\r\n const indices = options.indices ?? defaultOptions.indices;\r\n\r\n this.engine = engine;\r\n this._vertexBuffers = {\r\n [VertexBuffer.PositionKind]: new VertexBuffer(engine, positions, VertexBuffer.PositionKind, false, false, 2),\r\n };\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n\r\n this._onContextRestoredObserver = engine.onContextRestoredObservable.add(() => {\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Sets the current viewport in normalized coordinates 0-1\r\n * @param viewport Defines the viewport to set (defaults to 0 0 1 1)\r\n */\r\n public setViewport(viewport = this._fullscreenViewport): void {\r\n this.engine.setViewport(viewport);\r\n }\r\n\r\n /**\r\n * Binds the embedded attributes buffer to the effect.\r\n * @param effect Defines the effect to bind the attributes for\r\n */\r\n public bindBuffers(effect: Effect): void {\r\n this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n /**\r\n * Sets the current effect wrapper to use during draw.\r\n * The effect needs to be ready before calling this api.\r\n * This also sets the default full screen position attribute.\r\n * @param effectWrapper Defines the effect to draw with\r\n */\r\n public applyEffectWrapper(effectWrapper: EffectWrapper): void {\r\n this.engine.setState(true);\r\n this.engine.depthCullingState.depthTest = false;\r\n this.engine.stencilState.stencilTest = false;\r\n this.engine.enableEffect(effectWrapper.drawWrapper);\r\n this.bindBuffers(effectWrapper.effect);\r\n effectWrapper.onApplyObservable.notifyObservers({});\r\n }\r\n\r\n /**\r\n * Saves engine states\r\n */\r\n public saveStates(): void {\r\n this._savedStateDepthTest = this.engine.depthCullingState.depthTest;\r\n this._savedStateStencilTest = this.engine.stencilState.stencilTest;\r\n }\r\n\r\n /**\r\n * Restores engine states\r\n */\r\n public restoreStates(): void {\r\n this.engine.depthCullingState.depthTest = this._savedStateDepthTest;\r\n this.engine.stencilState.stencilTest = this._savedStateStencilTest;\r\n }\r\n\r\n /**\r\n * Draws a full screen quad.\r\n */\r\n public draw(): void {\r\n this.engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n }\r\n\r\n private _isRenderTargetTexture(texture: RenderTargetWrapper | IRenderTargetTexture): texture is IRenderTargetTexture {\r\n return (texture as IRenderTargetTexture).renderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * renders one or more effects to a specified texture\r\n * @param effectWrapper the effect to renderer\r\n * @param outputTexture texture to draw to, if null it will render to the currently bound frame buffer\r\n */\r\n public render(effectWrapper: EffectWrapper, outputTexture: Nullable<RenderTargetWrapper | IRenderTargetTexture> = null) {\r\n // Ensure effect is ready\r\n if (!effectWrapper.effect.isReady()) {\r\n return;\r\n }\r\n\r\n this.saveStates();\r\n\r\n // Reset state\r\n this.setViewport();\r\n\r\n const out = outputTexture === null ? null : this._isRenderTargetTexture(outputTexture) ? outputTexture.renderTarget! : outputTexture;\r\n\r\n if (out) {\r\n this.engine.bindFramebuffer(out);\r\n }\r\n\r\n this.applyEffectWrapper(effectWrapper);\r\n\r\n this.draw();\r\n\r\n if (out) {\r\n this.engine.unBindFramebuffer(out);\r\n }\r\n\r\n this.restoreStates();\r\n }\r\n\r\n /**\r\n * Disposes of the effect renderer\r\n */\r\n dispose() {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n delete this._vertexBuffers[VertexBuffer.PositionKind];\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this.engine._releaseBuffer(this._indexBuffer);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.engine.onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Allows for custom processing of the shader code used by an effect wrapper\r\n */\r\nexport type EffectWrapperCustomShaderCodeProcessing = {\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated after the #include have been processed\r\n */\r\n processCodeAfterIncludes?: (postProcessName: string, shaderType: string, code: string) => string;\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: (postProcessName: string, shaderType: string, code: string) => string;\r\n /**\r\n * If provided, will be called before creating the effect to collect additional custom bindings (defines, uniforms, samplers)\r\n */\r\n defineCustomBindings?: (postProcessName: string, defines: Nullable<string>, uniforms: string[], samplers: string[]) => Nullable<string>;\r\n /**\r\n * If provided, will be called when binding inputs to the shader code to allow the user to add custom bindings\r\n */\r\n bindCustomBindings?: (postProcessName: string, effect: Effect) => void;\r\n};\r\n\r\n/**\r\n * Options to create an EffectWrapper\r\n */\r\nexport interface EffectWrapperCreationOptions {\r\n /**\r\n * Engine to use to create the effect\r\n */\r\n engine?: AbstractEngine;\r\n /**\r\n * Fragment shader for the effect\r\n */\r\n fragmentShader?: string;\r\n /**\r\n * Use the shader store instead of direct source code\r\n */\r\n useShaderStore?: boolean;\r\n /**\r\n * Vertex shader for the effect (default: \"postprocess\")\r\n */\r\n vertexShader?: string;\r\n /**\r\n * Alias for vertexShader\r\n */\r\n vertexUrl?: string;\r\n /**\r\n * Attributes to use in the shader (default: [\"position\"])\r\n */\r\n attributeNames?: Array<string>;\r\n /**\r\n * Uniforms to use in the shader\r\n */\r\n uniformNames?: Array<string>;\r\n /**\r\n * Alias for uniformNames. Note that if it is provided, it takes precedence over uniformNames.\r\n */\r\n uniforms?: Nullable<string[]>;\r\n /**\r\n * Texture sampler names to use in the shader\r\n */\r\n samplerNames?: Array<string>;\r\n /**\r\n * Alias for samplerNames. Note that if it is provided, it takes precedence over samplerNames.\r\n */\r\n samplers?: Nullable<string[]>;\r\n /**\r\n * The list of uniform buffers used in the shader (if any)\r\n */\r\n uniformBuffers?: Nullable<string[]>;\r\n /**\r\n * Defines to use in the shader\r\n */\r\n defines?: Nullable<string | Array<string>>;\r\n /**\r\n * The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined)\r\n * See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n */\r\n indexParameters?: any;\r\n /**\r\n * If the shader should not be compiled immediately. (default: false)\r\n */\r\n blockCompilation?: boolean;\r\n /**\r\n * Callback when effect is compiled\r\n */\r\n onCompiled?: Nullable<(effect: Effect) => void>;\r\n /**\r\n * The friendly name of the effect (default: \"effectWrapper\")\r\n */\r\n name?: string;\r\n /**\r\n * The language the shader is written in (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n /**\r\n * Defines additional code to call to prepare the shader code\r\n */\r\n extraInitializations?: (useWebGPU: boolean, list: Promise<any>[]) => void;\r\n /**\r\n * Additional async code to run before preparing the effect\r\n */\r\n extraInitializationsAsync?: () => Promise<void>;\r\n /**\r\n * If the effect should be used as a post process (default: false). If true, the effect will be created with a \"scale\" uniform and a \"textureSampler\" sampler\r\n */\r\n useAsPostProcess?: boolean;\r\n}\r\n\r\n/**\r\n * Wraps an effect to be used for rendering\r\n */\r\nexport class EffectWrapper {\r\n /**\r\n * Force code to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n private static _CustomShaderCodeProcessing: { [effectWrapperName: string]: EffectWrapperCustomShaderCodeProcessing } = {};\r\n\r\n /**\r\n * Registers a shader code processing with an effect wrapper name.\r\n * @param effectWrapperName name of the effect wrapper. Use null for the fallback shader code processing. This is the shader code processing that will be used in case no specific shader code processing has been associated to an effect wrapper name\r\n * @param customShaderCodeProcessing shader code processing to associate to the effect wrapper name\r\n */\r\n public static RegisterShaderCodeProcessing(effectWrapperName: Nullable<string>, customShaderCodeProcessing?: EffectWrapperCustomShaderCodeProcessing) {\r\n if (!customShaderCodeProcessing) {\r\n delete EffectWrapper._CustomShaderCodeProcessing[effectWrapperName ?? \"\"];\r\n return;\r\n }\r\n\r\n EffectWrapper._CustomShaderCodeProcessing[effectWrapperName ?? \"\"] = customShaderCodeProcessing;\r\n }\r\n\r\n private static _GetShaderCodeProcessing(effectWrapperName: string) {\r\n return EffectWrapper._CustomShaderCodeProcessing[effectWrapperName] ?? EffectWrapper._CustomShaderCodeProcessing[\"\"];\r\n }\r\n\r\n /**\r\n * Gets or sets the name of the effect wrapper\r\n */\r\n public get name() {\r\n return this.options.name;\r\n }\r\n\r\n public set name(value: string) {\r\n this.options.name = value;\r\n }\r\n\r\n /**\r\n * Type of alpha mode to use when applying the effect (default: Engine.ALPHA_DISABLE)\r\n */\r\n public alphaMode = Constants.ALPHA_DISABLE;\r\n\r\n /**\r\n * Executed when the effect is created\r\n * @returns effect that was created for this effect wrapper\r\n */\r\n public onEffectCreatedObservable = new Observable<Effect>(undefined, true);\r\n\r\n /**\r\n * Options used to create the effect wrapper\r\n */\r\n public readonly options: Required<NonNullableFields<EffectWrapperCreationOptions>>;\r\n\r\n /**\r\n * Get a value indicating if the effect is ready to be used\r\n * @returns true if the post-process is ready (shader is compiled)\r\n */\r\n public isReady() {\r\n return this._drawWrapper.effect?.isReady() ?? false;\r\n }\r\n\r\n /**\r\n * Get the draw wrapper associated with the effect wrapper\r\n * @returns the draw wrapper associated with the effect wrapper\r\n */\r\n public get drawWrapper() {\r\n return this._drawWrapper;\r\n }\r\n\r\n /**\r\n * Event that is fired (only when the EffectWrapper is used with an EffectRenderer) right before the effect is drawn (should be used to update uniforms)\r\n */\r\n public onApplyObservable = new Observable<{}>();\r\n\r\n /**\r\n * The underlying effect\r\n */\r\n public get effect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n public set effect(effect: Effect) {\r\n this._drawWrapper.effect = effect;\r\n }\r\n\r\n protected readonly _drawWrapper: DrawWrapper;\r\n protected _shadersLoaded = false;\r\n protected readonly _shaderPath: IShaderPath;\r\n /** @internal */\r\n public _webGPUReady = false;\r\n\r\n private _onContextRestoredObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n /**\r\n * Creates an effect to be rendered\r\n * @param creationOptions options to create the effect\r\n */\r\n constructor(creationOptions: EffectWrapperCreationOptions) {\r\n this.options = {\r\n ...creationOptions,\r\n name: creationOptions.name || \"effectWrapper\",\r\n engine: creationOptions.engine!,\r\n uniforms: creationOptions.uniforms || creationOptions.uniformNames || [],\r\n uniformNames: undefined as any,\r\n samplers: creationOptions.samplers || creationOptions.samplerNames || [],\r\n samplerNames: undefined as any,\r\n attributeNames: creationOptions.attributeNames || [\"position\"],\r\n uniformBuffers: creationOptions.uniformBuffers || [],\r\n defines: creationOptions.defines || \"\",\r\n useShaderStore: creationOptions.useShaderStore || false,\r\n vertexUrl: creationOptions.vertexUrl || creationOptions.vertexShader || \"postprocess\",\r\n vertexShader: undefined as any,\r\n fragmentShader: creationOptions.fragmentShader || \"pass\",\r\n indexParameters: creationOptions.indexParameters,\r\n blockCompilation: creationOptions.blockCompilation || false,\r\n shaderLanguage: creationOptions.shaderLanguage || ShaderLanguage.GLSL,\r\n onCompiled: creationOptions.onCompiled || (undefined as any),\r\n extraInitializations: creationOptions.extraInitializations || (undefined as any),\r\n extraInitializationsAsync: creationOptions.extraInitializationsAsync || (undefined as any),\r\n useAsPostProcess: creationOptions.useAsPostProcess ?? false,\r\n };\r\n\r\n this.options.uniformNames = this.options.uniforms;\r\n this.options.samplerNames = this.options.samplers;\r\n this.options.vertexShader = this.options.vertexUrl;\r\n\r\n if (this.options.useAsPostProcess) {\r\n if (this.options.samplers.indexOf(\"textureSampler\") === -1) {\r\n this.options.samplers.push(\"textureSampler\");\r\n }\r\n if (this.options.uniforms.indexOf(\"scale\") === -1) {\r\n this.options.uniforms.push(\"scale\");\r\n }\r\n }\r\n\r\n if (creationOptions.vertexUrl || creationOptions.vertexShader) {\r\n this._shaderPath = {\r\n vertexSource: this.options.vertexShader,\r\n };\r\n } else {\r\n if (!this.options.useAsPostProcess) {\r\n this.options.uniforms.push(\"scale\");\r\n\r\n this.onApplyObservable.add(() => {\r\n this.effect.setFloat2(\"scale\", 1, 1);\r\n });\r\n }\r\n\r\n this._shaderPath = {\r\n vertex: this.options.vertexShader,\r\n };\r\n }\r\n\r\n this._shaderPath.fragmentSource = this.options.fragmentShader;\r\n this._shaderPath.spectorName = this.options.name;\r\n\r\n if (this.options.useShaderStore) {\r\n this._shaderPath.fragment = this._shaderPath.fragmentSource;\r\n if (!this._shaderPath.vertex) {\r\n this._shaderPath.vertex = this._shaderPath.vertexSource;\r\n }\r\n\r\n delete this._shaderPath.fragmentSource;\r\n delete this._shaderPath.vertexSource;\r\n }\r\n\r\n this.onApplyObservable.add(() => {\r\n this.bind();\r\n });\r\n\r\n if (!this.options.useShaderStore) {\r\n this._onContextRestoredObserver = this.options.engine.onContextRestoredObservable.add(() => {\r\n this.effect._pipelineContext = null; // because _prepareEffect will try to dispose this pipeline before recreating it and that would lead to webgl errors\r\n this.effect._prepareEffect();\r\n });\r\n }\r\n\r\n this._drawWrapper = new DrawWrapper(this.options.engine);\r\n this._webGPUReady = this.options.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n const defines = Array.isArray(this.options.defines) ? this.options.defines.join(\"\\n\") : this.options.defines;\r\n\r\n this._postConstructor(this.options.blockCompilation, defines, this.options.extraInitializations);\r\n }\r\n\r\n protected _gatherImports(useWebGPU = false, list: Promise<any>[]) {\r\n if (!this.options.useAsPostProcess) {\r\n return;\r\n }\r\n\r\n // this._webGPUReady is used to detect when an effect wrapper is intended to be used with WebGPU\r\n if (useWebGPU && this._webGPUReady) {\r\n list.push(Promise.all([import(\"../ShadersWGSL/postprocess.vertex\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/postprocess.vertex\")]));\r\n }\r\n }\r\n\r\n private _importPromises: Array<Promise<any>> = [];\r\n\r\n /** @internal */\r\n public _postConstructor(\r\n blockCompilation: boolean,\r\n defines: Nullable<string> = null,\r\n extraInitializations?: (useWebGPU: boolean, list: Promise<any>[]) => void,\r\n importPromises?: Array<Promise<any>>\r\n ) {\r\n this._importPromises.length = 0;\r\n\r\n if (importPromises) {\r\n this._importPromises.push(...importPromises);\r\n }\r\n\r\n const useWebGPU = this.options.engine.isWebGPU && !EffectWrapper.ForceGLSL;\r\n\r\n this._gatherImports(useWebGPU, this._importPromises);\r\n if (extraInitializations !== undefined) {\r\n extraInitializations(useWebGPU, this._importPromises);\r\n }\r\n\r\n if (useWebGPU && this._webGPUReady) {\r\n this.options.shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n if (!blockCompilation) {\r\n this.updateEffect(defines);\r\n }\r\n }\r\n\r\n /**\r\n * Updates the effect with the current effect wrapper compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n * @param vertexUrl The url of the vertex shader to be used (default: the one given at construction time)\r\n * @param fragmentUrl The url of the fragment shader to be used (default: the one given at construction time)\r\n */\r\n public updateEffect(\r\n defines: Nullable<string> = null,\r\n uniforms: Nullable<string[]> = null,\r\n samplers: Nullable<string[]> = null,\r\n indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void,\r\n vertexUrl?: string,\r\n fragmentUrl?: string\r\n ) {\r\n const customShaderCodeProcessing = EffectWrapper._GetShaderCodeProcessing(this.name);\r\n if (customShaderCodeProcessing?.defineCustomBindings) {\r\n const newUniforms = uniforms?.slice() ?? [];\r\n newUniforms.push(...this.options.uniforms);\r\n\r\n const newSamplers = samplers?.slice() ?? [];\r\n newSamplers.push(...this.options.samplers);\r\n\r\n defines = customShaderCodeProcessing.defineCustomBindings(this.name, defines, newUniforms, newSamplers);\r\n uniforms = newUniforms;\r\n samplers = newSamplers;\r\n }\r\n\r\n this.options.defines = defines || \"\";\r\n\r\n const waitImportsLoaded =\r\n this._shadersLoaded || this._importPromises.length === 0\r\n ? undefined\r\n : async () => {\r\n await Promise.all(this._importPromises);\r\n this._shadersLoaded = true;\r\n };\r\n\r\n let extraInitializationsAsync: (() => Promise<void>) | undefined;\r\n if (this.options.extraInitializationsAsync) {\r\n extraInitializationsAsync = async () => {\r\n waitImportsLoaded?.();\r\n await this.options.extraInitializationsAsync;\r\n };\r\n } else {\r\n extraInitializationsAsync = waitImportsLoaded;\r\n }\r\n\r\n if (this.options.useShaderStore) {\r\n this._drawWrapper.effect = this.options.engine.createEffect(\r\n { vertex: vertexUrl ?? this._shaderPath.vertex, fragment: fragmentUrl ?? this._shaderPath.fragment },\r\n {\r\n attributes: this.options.attributeNames,\r\n uniformsNames: uniforms || this.options.uniforms,\r\n uniformBuffersNames: this.options.uniformBuffers,\r\n samplers: samplers || this.options.samplers,\r\n defines: defines !== null ? defines : \"\",\r\n fallbacks: null,\r\n onCompiled: onCompiled ?? this.options.onCompiled,\r\n onError: onError ?? null,\r\n indexParameters: indexParameters || this.options.indexParameters,\r\n processCodeAfterIncludes: customShaderCodeProcessing?.processCodeAfterIncludes\r\n ? (shaderType: string, code: string) => customShaderCodeProcessing!.processCodeAfterIncludes!(this.name, shaderType, code)\r\n : null,\r\n processFinalCode: customShaderCodeProcessing?.processFinalCode\r\n ? (shaderType: string, code: string) => customShaderCodeProcessing!.processFinalCode!(this.name, shaderType, code)\r\n : null,\r\n shaderLanguage: this.options.shaderLanguage,\r\n extraInitializationsAsync,\r\n },\r\n this.options.engine\r\n );\r\n } else {\r\n this._drawWrapper.effect = new Effect(\r\n this._shaderPath,\r\n this.options.attributeNames,\r\n uniforms || this.options.uniforms,\r\n samplers || this.options.samplerNames,\r\n this.options.engine,\r\n defines,\r\n undefined,\r\n onCompiled || this.options.onCompiled,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this.options.shaderLanguage,\r\n extraInitializationsAsync\r\n );\r\n }\r\n\r\n this.onEffectCreatedObservable.notifyObservers(this._drawWrapper.effect);\r\n }\r\n\r\n /**\r\n * Binds the data to the effect.\r\n */\r\n public bind() {\r\n this.options.engine.setAlphaMode(this.alphaMode);\r\n\r\n if (this.options.useAsPostProcess) {\r\n this.drawWrapper.effect!.setFloat2(\"scale\", 1, 1);\r\n }\r\n\r\n EffectWrapper._GetShaderCodeProcessing(this.name)?.bindCustomBindings?.(this.name, this._drawWrapper.effect!);\r\n }\r\n\r\n /**\r\n * Disposes of the effect wrapper\r\n * @param _ignored kept for backward compatibility\r\n */\r\n public dispose(_ignored: boolean = false) {\r\n if (this._onContextRestoredObserver) {\r\n this.effect.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n this.onEffectCreatedObservable.clear();\r\n this.effect.dispose();\r\n }\r\n}\r\n"]}
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1
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+
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type { NonNullableFields, Nullable } from \"../types\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IShaderPath } from \"./effect\";\r\nimport { Effect } from \"./effect\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"./drawWrapper\";\r\nimport type { IRenderTargetTexture, RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\n\r\n// Prevents ES6 issue if not imported.\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * Effect Render Options\r\n */\r\nexport interface IEffectRendererOptions {\r\n /**\r\n * Defines the vertices positions.\r\n */\r\n positions?: number[];\r\n /**\r\n * Defines the indices.\r\n */\r\n indices?: number[];\r\n}\r\n\r\n// Fullscreen quad buffers by default.\r\nconst defaultOptions = {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 1, 2, 0, 2, 3],\r\n};\r\n\r\n/**\r\n * Helper class to render one or more effects.\r\n * You can access the previous rendering in your shader by declaring a sampler named textureSampler\r\n */\r\nexport class EffectRenderer {\r\n /**\r\n * The engine the effect renderer has been created for.\r\n */\r\n public readonly engine: AbstractEngine;\r\n\r\n private _vertexBuffers: { [key: string]: VertexBuffer };\r\n private _indexBuffer: DataBuffer;\r\n\r\n private _fullscreenViewport = new Viewport(0, 0, 1, 1);\r\n private _onContextRestoredObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n private _savedStateDepthTest: boolean;\r\n private _savedStateStencilTest: boolean;\r\n\r\n /**\r\n * Creates an effect renderer\r\n * @param engine the engine to use for rendering\r\n * @param options defines the options of the effect renderer\r\n */\r\n constructor(engine: AbstractEngine, options: IEffectRendererOptions = defaultOptions) {\r\n const positions = options.positions ?? defaultOptions.positions;\r\n const indices = options.indices ?? defaultOptions.indices;\r\n\r\n this.engine = engine;\r\n this._vertexBuffers = {\r\n [VertexBuffer.PositionKind]: new VertexBuffer(engine, positions, VertexBuffer.PositionKind, false, false, 2),\r\n };\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n\r\n this._onContextRestoredObserver = engine.onContextRestoredObservable.add(() => {\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Sets the current viewport in normalized coordinates 0-1\r\n * @param viewport Defines the viewport to set (defaults to 0 0 1 1)\r\n */\r\n public setViewport(viewport = this._fullscreenViewport): void {\r\n this.engine.setViewport(viewport);\r\n }\r\n\r\n /**\r\n * Binds the embedded attributes buffer to the effect.\r\n * @param effect Defines the effect to bind the attributes for\r\n */\r\n public bindBuffers(effect: Effect): void {\r\n this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n /**\r\n * Sets the current effect wrapper to use during draw.\r\n * The effect needs to be ready before calling this api.\r\n * This also sets the default full screen position attribute.\r\n * @param effectWrapper Defines the effect to draw with\r\n */\r\n public applyEffectWrapper(effectWrapper: EffectWrapper): void {\r\n this.engine.setState(true);\r\n this.engine.depthCullingState.depthTest = false;\r\n this.engine.stencilState.stencilTest = false;\r\n this.engine.enableEffect(effectWrapper.drawWrapper);\r\n this.bindBuffers(effectWrapper.effect);\r\n effectWrapper.onApplyObservable.notifyObservers({});\r\n }\r\n\r\n /**\r\n * Saves engine states\r\n */\r\n public saveStates(): void {\r\n this._savedStateDepthTest = this.engine.depthCullingState.depthTest;\r\n this._savedStateStencilTest = this.engine.stencilState.stencilTest;\r\n }\r\n\r\n /**\r\n * Restores engine states\r\n */\r\n public restoreStates(): void {\r\n this.engine.depthCullingState.depthTest = this._savedStateDepthTest;\r\n this.engine.stencilState.stencilTest = this._savedStateStencilTest;\r\n }\r\n\r\n /**\r\n * Draws a full screen quad.\r\n */\r\n public draw(): void {\r\n this.engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n }\r\n\r\n private _isRenderTargetTexture(texture: RenderTargetWrapper | IRenderTargetTexture): texture is IRenderTargetTexture {\r\n return (texture as IRenderTargetTexture).renderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * renders one or more effects to a specified texture\r\n * @param effectWrapper the effect to renderer\r\n * @param outputTexture texture to draw to, if null it will render to the currently bound frame buffer\r\n */\r\n public render(effectWrapper: EffectWrapper, outputTexture: Nullable<RenderTargetWrapper | IRenderTargetTexture> = null) {\r\n // Ensure effect is ready\r\n if (!effectWrapper.effect.isReady()) {\r\n return;\r\n }\r\n\r\n this.saveStates();\r\n\r\n // Reset state\r\n this.setViewport();\r\n\r\n const out = outputTexture === null ? null : this._isRenderTargetTexture(outputTexture) ? outputTexture.renderTarget! : outputTexture;\r\n\r\n if (out) {\r\n this.engine.bindFramebuffer(out);\r\n }\r\n\r\n this.applyEffectWrapper(effectWrapper);\r\n\r\n this.draw();\r\n\r\n if (out) {\r\n this.engine.unBindFramebuffer(out);\r\n }\r\n\r\n this.restoreStates();\r\n }\r\n\r\n /**\r\n * Disposes of the effect renderer\r\n */\r\n dispose() {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n delete this._vertexBuffers[VertexBuffer.PositionKind];\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this.engine._releaseBuffer(this._indexBuffer);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.engine.onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Allows for custom processing of the shader code used by an effect wrapper\r\n */\r\nexport type EffectWrapperCustomShaderCodeProcessing = {\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated after the #include have been processed\r\n */\r\n processCodeAfterIncludes?: (postProcessName: string, shaderType: string, code: string) => string;\r\n /**\r\n * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: (postProcessName: string, shaderType: string, code: string) => string;\r\n /**\r\n * If provided, will be called before creating the effect to collect additional custom bindings (defines, uniforms, samplers)\r\n */\r\n defineCustomBindings?: (postProcessName: string, defines: Nullable<string>, uniforms: string[], samplers: string[]) => Nullable<string>;\r\n /**\r\n * If provided, will be called when binding inputs to the shader code to allow the user to add custom bindings\r\n */\r\n bindCustomBindings?: (postProcessName: string, effect: Effect) => void;\r\n};\r\n\r\n/**\r\n * Options to create an EffectWrapper\r\n */\r\nexport interface EffectWrapperCreationOptions {\r\n /**\r\n * Engine to use to create the effect\r\n */\r\n engine?: AbstractEngine;\r\n /**\r\n * Fragment shader for the effect\r\n */\r\n fragmentShader?: string;\r\n /**\r\n * Use the shader store instead of direct source code\r\n */\r\n useShaderStore?: boolean;\r\n /**\r\n * Vertex shader for the effect (default: \"postprocess\")\r\n */\r\n vertexShader?: string;\r\n /**\r\n * Alias for vertexShader\r\n */\r\n vertexUrl?: string;\r\n /**\r\n * Attributes to use in the shader (default: [\"position\"])\r\n */\r\n attributeNames?: Array<string>;\r\n /**\r\n * Uniforms to use in the shader\r\n */\r\n uniformNames?: Array<string>;\r\n /**\r\n * Alias for uniformNames. Note that if it is provided, it takes precedence over uniformNames.\r\n */\r\n uniforms?: Nullable<string[]>;\r\n /**\r\n * Texture sampler names to use in the shader\r\n */\r\n samplerNames?: Array<string>;\r\n /**\r\n * Alias for samplerNames. Note that if it is provided, it takes precedence over samplerNames.\r\n */\r\n samplers?: Nullable<string[]>;\r\n /**\r\n * The list of uniform buffers used in the shader (if any)\r\n */\r\n uniformBuffers?: Nullable<string[]>;\r\n /**\r\n * Defines to use in the shader\r\n */\r\n defines?: Nullable<string | Array<string>>;\r\n /**\r\n * The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined)\r\n * See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n */\r\n indexParameters?: any;\r\n /**\r\n * If the shader should not be compiled immediately. (default: false)\r\n */\r\n blockCompilation?: boolean;\r\n /**\r\n * Callback when effect is compiled\r\n */\r\n onCompiled?: Nullable<(effect: Effect) => void>;\r\n /**\r\n * The friendly name of the effect (default: \"effectWrapper\")\r\n */\r\n name?: string;\r\n /**\r\n * The language the shader is written in (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n /**\r\n * Defines additional code to call to prepare the shader code\r\n */\r\n extraInitializations?: (useWebGPU: boolean, list: Promise<any>[]) => void;\r\n /**\r\n * Additional async code to run before preparing the effect\r\n */\r\n extraInitializationsAsync?: () => Promise<void>;\r\n /**\r\n * If the effect should be used as a post process (default: false). If true, the effect will be created with a \"scale\" uniform and a \"textureSampler\" sampler\r\n */\r\n useAsPostProcess?: boolean;\r\n}\r\n\r\n/**\r\n * Wraps an effect to be used for rendering\r\n */\r\nexport class EffectWrapper {\r\n /**\r\n * Force code to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n private static _CustomShaderCodeProcessing: { [effectWrapperName: string]: EffectWrapperCustomShaderCodeProcessing } = {};\r\n\r\n /**\r\n * Registers a shader code processing with an effect wrapper name.\r\n * @param effectWrapperName name of the effect wrapper. Use null for the fallback shader code processing. This is the shader code processing that will be used in case no specific shader code processing has been associated to an effect wrapper name\r\n * @param customShaderCodeProcessing shader code processing to associate to the effect wrapper name\r\n */\r\n public static RegisterShaderCodeProcessing(effectWrapperName: Nullable<string>, customShaderCodeProcessing?: EffectWrapperCustomShaderCodeProcessing) {\r\n if (!customShaderCodeProcessing) {\r\n delete EffectWrapper._CustomShaderCodeProcessing[effectWrapperName ?? \"\"];\r\n return;\r\n }\r\n\r\n EffectWrapper._CustomShaderCodeProcessing[effectWrapperName ?? \"\"] = customShaderCodeProcessing;\r\n }\r\n\r\n private static _GetShaderCodeProcessing(effectWrapperName: string) {\r\n return EffectWrapper._CustomShaderCodeProcessing[effectWrapperName] ?? EffectWrapper._CustomShaderCodeProcessing[\"\"];\r\n }\r\n\r\n /**\r\n * Gets or sets the name of the effect wrapper\r\n */\r\n public get name() {\r\n return this.options.name;\r\n }\r\n\r\n public set name(value: string) {\r\n this.options.name = value;\r\n }\r\n\r\n /**\r\n * Type of alpha mode to use when applying the effect (default: Engine.ALPHA_DISABLE). Used only if useAsPostProcess is true.\r\n */\r\n public alphaMode = Constants.ALPHA_DISABLE;\r\n\r\n /**\r\n * Executed when the effect is created\r\n * @returns effect that was created for this effect wrapper\r\n */\r\n public onEffectCreatedObservable = new Observable<Effect>(undefined, true);\r\n\r\n /**\r\n * Options used to create the effect wrapper\r\n */\r\n public readonly options: Required<NonNullableFields<EffectWrapperCreationOptions>>;\r\n\r\n /**\r\n * Get a value indicating if the effect is ready to be used\r\n * @returns true if the post-process is ready (shader is compiled)\r\n */\r\n public isReady() {\r\n return this._drawWrapper.effect?.isReady() ?? false;\r\n }\r\n\r\n /**\r\n * Get the draw wrapper associated with the effect wrapper\r\n * @returns the draw wrapper associated with the effect wrapper\r\n */\r\n public get drawWrapper() {\r\n return this._drawWrapper;\r\n }\r\n\r\n /**\r\n * Event that is fired (only when the EffectWrapper is used with an EffectRenderer) right before the effect is drawn (should be used to update uniforms)\r\n */\r\n public onApplyObservable = new Observable<{}>();\r\n\r\n /**\r\n * The underlying effect\r\n */\r\n public get effect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n public set effect(effect: Effect) {\r\n this._drawWrapper.effect = effect;\r\n }\r\n\r\n protected readonly _drawWrapper: DrawWrapper;\r\n protected _shadersLoaded = false;\r\n protected readonly _shaderPath: IShaderPath;\r\n /** @internal */\r\n public _webGPUReady = false;\r\n\r\n private _onContextRestoredObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n /**\r\n * Creates an effect to be rendered\r\n * @param creationOptions options to create the effect\r\n */\r\n constructor(creationOptions: EffectWrapperCreationOptions) {\r\n this.options = {\r\n ...creationOptions,\r\n name: creationOptions.name || \"effectWrapper\",\r\n engine: creationOptions.engine!,\r\n uniforms: creationOptions.uniforms || creationOptions.uniformNames || [],\r\n uniformNames: undefined as any,\r\n samplers: creationOptions.samplers || creationOptions.samplerNames || [],\r\n samplerNames: undefined as any,\r\n attributeNames: creationOptions.attributeNames || [\"position\"],\r\n uniformBuffers: creationOptions.uniformBuffers || [],\r\n defines: creationOptions.defines || \"\",\r\n useShaderStore: creationOptions.useShaderStore || false,\r\n vertexUrl: creationOptions.vertexUrl || creationOptions.vertexShader || \"postprocess\",\r\n vertexShader: undefined as any,\r\n fragmentShader: creationOptions.fragmentShader || \"pass\",\r\n indexParameters: creationOptions.indexParameters,\r\n blockCompilation: creationOptions.blockCompilation || false,\r\n shaderLanguage: creationOptions.shaderLanguage || ShaderLanguage.GLSL,\r\n onCompiled: creationOptions.onCompiled || (undefined as any),\r\n extraInitializations: creationOptions.extraInitializations || (undefined as any),\r\n extraInitializationsAsync: creationOptions.extraInitializationsAsync || (undefined as any),\r\n useAsPostProcess: creationOptions.useAsPostProcess ?? false,\r\n };\r\n\r\n this.options.uniformNames = this.options.uniforms;\r\n this.options.samplerNames = this.options.samplers;\r\n this.options.vertexShader = this.options.vertexUrl;\r\n\r\n if (this.options.useAsPostProcess) {\r\n if (this.options.samplers.indexOf(\"textureSampler\") === -1) {\r\n this.options.samplers.push(\"textureSampler\");\r\n }\r\n if (this.options.uniforms.indexOf(\"scale\") === -1) {\r\n this.options.uniforms.push(\"scale\");\r\n }\r\n }\r\n\r\n if (creationOptions.vertexUrl || creationOptions.vertexShader) {\r\n this._shaderPath = {\r\n vertexSource: this.options.vertexShader,\r\n };\r\n } else {\r\n if (!this.options.useAsPostProcess) {\r\n this.options.uniforms.push(\"scale\");\r\n\r\n this.onApplyObservable.add(() => {\r\n this.effect.setFloat2(\"scale\", 1, 1);\r\n });\r\n }\r\n\r\n this._shaderPath = {\r\n vertex: this.options.vertexShader,\r\n };\r\n }\r\n\r\n this._shaderPath.fragmentSource = this.options.fragmentShader;\r\n this._shaderPath.spectorName = this.options.name;\r\n\r\n if (this.options.useShaderStore) {\r\n this._shaderPath.fragment = this._shaderPath.fragmentSource;\r\n if (!this._shaderPath.vertex) {\r\n this._shaderPath.vertex = this._shaderPath.vertexSource;\r\n }\r\n\r\n delete this._shaderPath.fragmentSource;\r\n delete this._shaderPath.vertexSource;\r\n }\r\n\r\n this.onApplyObservable.add(() => {\r\n this.bind();\r\n });\r\n\r\n if (!this.options.useShaderStore) {\r\n this._onContextRestoredObserver = this.options.engine.onContextRestoredObservable.add(() => {\r\n this.effect._pipelineContext = null; // because _prepareEffect will try to dispose this pipeline before recreating it and that would lead to webgl errors\r\n this.effect._prepareEffect();\r\n });\r\n }\r\n\r\n this._drawWrapper = new DrawWrapper(this.options.engine);\r\n this._webGPUReady = this.options.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n const defines = Array.isArray(this.options.defines) ? this.options.defines.join(\"\\n\") : this.options.defines;\r\n\r\n this._postConstructor(this.options.blockCompilation, defines, this.options.extraInitializations);\r\n }\r\n\r\n protected _gatherImports(useWebGPU = false, list: Promise<any>[]) {\r\n if (!this.options.useAsPostProcess) {\r\n return;\r\n }\r\n\r\n // this._webGPUReady is used to detect when an effect wrapper is intended to be used with WebGPU\r\n if (useWebGPU && this._webGPUReady) {\r\n list.push(Promise.all([import(\"../ShadersWGSL/postprocess.vertex\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/postprocess.vertex\")]));\r\n }\r\n }\r\n\r\n private _importPromises: Array<Promise<any>> = [];\r\n\r\n /** @internal */\r\n public _postConstructor(\r\n blockCompilation: boolean,\r\n defines: Nullable<string> = null,\r\n extraInitializations?: (useWebGPU: boolean, list: Promise<any>[]) => void,\r\n importPromises?: Array<Promise<any>>\r\n ) {\r\n this._importPromises.length = 0;\r\n\r\n if (importPromises) {\r\n this._importPromises.push(...importPromises);\r\n }\r\n\r\n const useWebGPU = this.options.engine.isWebGPU && !EffectWrapper.ForceGLSL;\r\n\r\n this._gatherImports(useWebGPU, this._importPromises);\r\n if (extraInitializations !== undefined) {\r\n extraInitializations(useWebGPU, this._importPromises);\r\n }\r\n\r\n if (useWebGPU && this._webGPUReady) {\r\n this.options.shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n if (!blockCompilation) {\r\n this.updateEffect(defines);\r\n }\r\n }\r\n\r\n /**\r\n * Updates the effect with the current effect wrapper compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n * @param vertexUrl The url of the vertex shader to be used (default: the one given at construction time)\r\n * @param fragmentUrl The url of the fragment shader to be used (default: the one given at construction time)\r\n */\r\n public updateEffect(\r\n defines: Nullable<string> = null,\r\n uniforms: Nullable<string[]> = null,\r\n samplers: Nullable<string[]> = null,\r\n indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void,\r\n vertexUrl?: string,\r\n fragmentUrl?: string\r\n ) {\r\n const customShaderCodeProcessing = EffectWrapper._GetShaderCodeProcessing(this.name);\r\n if (customShaderCodeProcessing?.defineCustomBindings) {\r\n const newUniforms = uniforms?.slice() ?? [];\r\n newUniforms.push(...this.options.uniforms);\r\n\r\n const newSamplers = samplers?.slice() ?? [];\r\n newSamplers.push(...this.options.samplers);\r\n\r\n defines = customShaderCodeProcessing.defineCustomBindings(this.name, defines, newUniforms, newSamplers);\r\n uniforms = newUniforms;\r\n samplers = newSamplers;\r\n }\r\n\r\n this.options.defines = defines || \"\";\r\n\r\n const waitImportsLoaded =\r\n this._shadersLoaded || this._importPromises.length === 0\r\n ? undefined\r\n : async () => {\r\n await Promise.all(this._importPromises);\r\n this._shadersLoaded = true;\r\n };\r\n\r\n let extraInitializationsAsync: (() => Promise<void>) | undefined;\r\n if (this.options.extraInitializationsAsync) {\r\n extraInitializationsAsync = async () => {\r\n waitImportsLoaded?.();\r\n await this.options.extraInitializationsAsync;\r\n };\r\n } else {\r\n extraInitializationsAsync = waitImportsLoaded;\r\n }\r\n\r\n if (this.options.useShaderStore) {\r\n this._drawWrapper.effect = this.options.engine.createEffect(\r\n { vertex: vertexUrl ?? this._shaderPath.vertex, fragment: fragmentUrl ?? this._shaderPath.fragment },\r\n {\r\n attributes: this.options.attributeNames,\r\n uniformsNames: uniforms || this.options.uniforms,\r\n uniformBuffersNames: this.options.uniformBuffers,\r\n samplers: samplers || this.options.samplers,\r\n defines: defines !== null ? defines : \"\",\r\n fallbacks: null,\r\n onCompiled: onCompiled ?? this.options.onCompiled,\r\n onError: onError ?? null,\r\n indexParameters: indexParameters || this.options.indexParameters,\r\n processCodeAfterIncludes: customShaderCodeProcessing?.processCodeAfterIncludes\r\n ? (shaderType: string, code: string) => customShaderCodeProcessing!.processCodeAfterIncludes!(this.name, shaderType, code)\r\n : null,\r\n processFinalCode: customShaderCodeProcessing?.processFinalCode\r\n ? (shaderType: string, code: string) => customShaderCodeProcessing!.processFinalCode!(this.name, shaderType, code)\r\n : null,\r\n shaderLanguage: this.options.shaderLanguage,\r\n extraInitializationsAsync,\r\n },\r\n this.options.engine\r\n );\r\n } else {\r\n this._drawWrapper.effect = new Effect(\r\n this._shaderPath,\r\n this.options.attributeNames,\r\n uniforms || this.options.uniforms,\r\n samplers || this.options.samplerNames,\r\n this.options.engine,\r\n defines,\r\n undefined,\r\n onCompiled || this.options.onCompiled,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this.options.shaderLanguage,\r\n extraInitializationsAsync\r\n );\r\n }\r\n\r\n this.onEffectCreatedObservable.notifyObservers(this._drawWrapper.effect);\r\n }\r\n\r\n /**\r\n * Binds the data to the effect.\r\n */\r\n public bind() {\r\n if (this.options.useAsPostProcess) {\r\n this.options.engine.setAlphaMode(this.alphaMode);\r\n this.drawWrapper.effect!.setFloat2(\"scale\", 1, 1);\r\n }\r\n\r\n EffectWrapper._GetShaderCodeProcessing(this.name)?.bindCustomBindings?.(this.name, this._drawWrapper.effect!);\r\n }\r\n\r\n /**\r\n * Disposes of the effect wrapper\r\n * @param _ignored kept for backward compatibility\r\n */\r\n public dispose(_ignored: boolean = false) {\r\n if (this._onContextRestoredObserver) {\r\n this.effect.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n this.onEffectCreatedObservable.clear();\r\n this.effect.dispose();\r\n }\r\n}\r\n"]}
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{ Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Mesh } from \"../mesh\";\r\nimport type { VertexData } from \"../mesh.vertexData\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { GeometryOutputBlock } from \"./Blocks/geometryOutputBlock\";\r\nimport type { NodeGeometryBlock } from \"./nodeGeometryBlock\";\r\nimport { NodeGeometryBuildState } from \"./nodeGeometryBuildState\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { WebRequest } from \"../../Misc/webRequest\";\r\nimport { BoxBlock } from \"./Blocks/Sources/boxBlock\";\r\nimport type { GeometryInputBlock } from \"./Blocks/geometryInputBlock\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\nimport type { TeleportOutBlock } from \"./Blocks/Teleport/teleportOutBlock\";\r\nimport type { TeleportInBlock } from \"./Blocks/Teleport/teleportInBlock\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Color4 } from \"../../Maths/math.color\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n// declare NODEGEOMETRYEDITOR namespace for compilation issue\r\ndeclare let NODEGEOMETRYEDITOR: any;\r\ndeclare let BABYLON: any;\r\n\r\n/**\r\n * Interface used to configure the node geometry editor\r\n */\r\nexport interface INodeGeometryEditorOptions {\r\n /** Define the URL to load node editor script from */\r\n editorURL?: string;\r\n /** Additional configuration for the NGE */\r\n nodeGeometryEditorConfig?: {\r\n backgroundColor?: Color4;\r\n hostScene?: Scene;\r\n hostMesh?: Mesh;\r\n };\r\n}\r\n\r\n/**\r\n * Defines a node based geometry\r\n * @see demo at https://playground.babylonjs.com#PYY6XE#69\r\n */\r\nexport class NodeGeometry {\r\n private static _BuildIdGenerator: number = 0;\r\n private _buildId: number = NodeGeometry._BuildIdGenerator++;\r\n private _buildWasSuccessful = false;\r\n private _vertexData: Nullable<VertexData> = null;\r\n private _buildExecutionTime: number = 0;\r\n\r\n /** Define the Url to load node editor script */\r\n public static EditorURL = `${Tools._DefaultCdnUrl}/v${AbstractEngine.Version}/nodeGeometryEditor/babylon.nodeGeometryEditor.js`;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSNODEGEOMETRYEDITOR = this._getGlobalNodeGeometryEditor();\r\n\r\n /** @returns the inspector from bundle or global */\r\n private _getGlobalNodeGeometryEditor(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof NODEGEOMETRYEDITOR !== \"undefined\") {\r\n return NODEGEOMETRYEDITOR;\r\n }\r\n\r\n // In case of module let's check the global emitted from the editor entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.NodeGeometryEditor !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Gets the time spent to build this block (in ms)\r\n */\r\n public get buildExecutionTime() {\r\n return this._buildExecutionTime;\r\n }\r\n\r\n /**\r\n * Gets or sets data used by visual editor\r\n * @see https://nge.babylonjs.com\r\n */\r\n public editorData: any = null;\r\n\r\n /**\r\n * Gets an array of blocks that needs to be serialized even if they are not yet connected\r\n */\r\n public attachedBlocks: NodeGeometryBlock[] = [];\r\n\r\n /**\r\n * Observable raised when the geometry is built\r\n */\r\n public onBuildObservable = new Observable<NodeGeometry>();\r\n\r\n /** Gets or sets the GeometryOutputBlock used to gather the final geometry data */\r\n public outputBlock: Nullable<GeometryOutputBlock> = null;\r\n\r\n /**\r\n * Snippet ID if the material was created from the snippet server\r\n */\r\n public snippetId: string;\r\n\r\n /**\r\n * The name of the geometry\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * A free comment about the geometry\r\n */\r\n @serialize(\"comment\")\r\n public comment: string;\r\n\r\n /**\r\n * Creates a new geometry\r\n * @param name defines the name of the geometry\r\n */\r\n public constructor(name: string) {\r\n this.name = name;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the geometry e.g. \"NodeGeometry\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeGeometry\";\r\n }\r\n\r\n /**\r\n * Gets the vertex data. This needs to be done after build() was called.\r\n * This is used to access vertexData when creating a mesh is not required.\r\n */\r\n public get vertexData() {\r\n return this._vertexData;\r\n }\r\n\r\n /**\r\n * Get a block by its name\r\n * @param name defines the name of the block to retrieve\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByName(name: string) {\r\n let result = null;\r\n for (const block of this.attachedBlocks) {\r\n if (block.name === name) {\r\n if (!result) {\r\n result = block;\r\n } else {\r\n Tools.Warn(\"More than one block was found with the name `\" + name + \"`\");\r\n return result;\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get a block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByPredicate(predicate: (block: NodeGeometryBlock) => boolean) {\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n return block;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the list of input blocks attached to this material\r\n * @returns an array of InputBlocks\r\n */\r\n public getInputBlocks() {\r\n const blocks: GeometryInputBlock[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput) {\r\n blocks.push(block as GeometryInputBlock);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Launch the node geometry editor\r\n * @param config Define the configuration of the editor\r\n * @returns a promise fulfilled when the node editor is visible\r\n */\r\n public edit(config?: INodeGeometryEditorOptions): Promise<void> {\r\n return new Promise((resolve) => {\r\n this.BJSNODEGEOMETRYEDITOR = this.BJSNODEGEOMETRYEDITOR || this._getGlobalNodeGeometryEditor();\r\n if (typeof this.BJSNODEGEOMETRYEDITOR == \"undefined\") {\r\n const editorUrl = config && config.editorURL ? config.editorURL : NodeGeometry.EditorURL;\r\n\r\n // Load editor and add it to the DOM\r\n Tools.LoadBabylonScript(editorUrl, () => {\r\n this.BJSNODEGEOMETRYEDITOR = this.BJSNODEGEOMETRYEDITOR || this._getGlobalNodeGeometryEditor();\r\n this._createNodeEditor(config?.nodeGeometryEditorConfig);\r\n resolve();\r\n });\r\n } else {\r\n // Otherwise creates the editor\r\n this._createNodeEditor(config?.nodeGeometryEditorConfig);\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the node editor window.\r\n * @param additionalConfig Additional configuration for the NGE\r\n */\r\n private _createNodeEditor(additionalConfig?: any) {\r\n const nodeEditorConfig: any = {\r\n nodeGeometry: this,\r\n ...additionalConfig,\r\n };\r\n this.BJSNODEGEOMETRYEDITOR.NodeGeometryEditor.Show(nodeEditorConfig);\r\n }\r\n\r\n /**\r\n * Build the final geometry. Please note that the geometry MAY not be ready until the onBuildObservable is raised.\r\n * @param verbose defines if the build should log activity\r\n * @param updateBuildId defines if the internal build Id should be updated (default is true)\r\n * @param autoConfigure defines if the autoConfigure method should be called when initializing blocks (default is false)\r\n */\r\n public build(verbose: boolean = false, updateBuildId = true, autoConfigure = false) {\r\n this._buildWasSuccessful = false;\r\n\r\n if (!this.outputBlock) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"You must define the outputBlock property before building the geometry\";\r\n }\r\n const now = PrecisionDate.Now;\r\n // Initialize blocks\r\n this._initializeBlock(this.outputBlock, autoConfigure);\r\n\r\n // Check async states\r\n const promises: Promise<void>[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (block._isReadyState) {\r\n promises.push(block._isReadyState);\r\n }\r\n }\r\n\r\n if (promises.length) {\r\n Promise.all(promises).then(() => {\r\n this.build(verbose, updateBuildId, autoConfigure);\r\n });\r\n return;\r\n }\r\n\r\n // Build\r\n const state = new NodeGeometryBuildState();\r\n\r\n state.buildId = this._buildId;\r\n state.verbose = verbose;\r\n\r\n try {\r\n this.outputBlock.build(state);\r\n } finally {\r\n if (updateBuildId) {\r\n this._buildId = NodeGeometry._BuildIdGenerator++;\r\n }\r\n }\r\n\r\n this._buildExecutionTime = PrecisionDate.Now - now;\r\n\r\n // Errors\r\n state.emitErrors();\r\n\r\n this._buildWasSuccessful = true;\r\n this._vertexData = state.vertexData;\r\n this.onBuildObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Creates a mesh from the geometry blocks\r\n * @param name defines the name of the mesh\r\n * @param scene The scene the mesh is scoped to\r\n * @returns The new mesh\r\n */\r\n public createMesh(name: string, scene: Nullable<Scene> = null): Nullable<Mesh> {\r\n if (!this._buildWasSuccessful) {\r\n this.build();\r\n }\r\n\r\n if (!this._vertexData) {\r\n return null;\r\n }\r\n\r\n const mesh = new Mesh(name, scene);\r\n this._vertexData.applyToMesh(mesh);\r\n\r\n mesh._internalMetadata = mesh._internalMetadata || {};\r\n mesh._internalMetadata.nodeGeometry = this;\r\n\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Creates a mesh from the geometry blocks\r\n * @param mesh the mesh to update\r\n * @returns True if successfully updated\r\n */\r\n public updateMesh(mesh: Mesh) {\r\n if (!this._buildWasSuccessful) {\r\n this.build();\r\n }\r\n\r\n if (!this._vertexData) {\r\n return false;\r\n }\r\n\r\n this._vertexData.applyToMesh(mesh);\r\n\r\n mesh._internalMetadata = mesh._internalMetadata || {};\r\n mesh._internalMetadata.nodeGeometry = this;\r\n\r\n return mesh;\r\n }\r\n\r\n private _initializeBlock(node: NodeGeometryBlock, autoConfigure = true) {\r\n node.initialize();\r\n if (autoConfigure) {\r\n node.autoConfigure();\r\n }\r\n node._preparationId = this._buildId;\r\n\r\n if (this.attachedBlocks.indexOf(node) === -1) {\r\n this.attachedBlocks.push(node);\r\n }\r\n\r\n for (const input of node.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== node) {\r\n this._initializeBlock(block, autoConfigure);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current geometry\r\n */\r\n public clear() {\r\n this.outputBlock = null;\r\n this.attachedBlocks.length = 0;\r\n }\r\n\r\n /**\r\n * Remove a block from the current geometry\r\n * @param block defines the block to remove\r\n */\r\n public removeBlock(block: NodeGeometryBlock) {\r\n const attachedBlockIndex = this.attachedBlocks.indexOf(block);\r\n if (attachedBlockIndex > -1) {\r\n this.attachedBlocks.splice(attachedBlockIndex, 1);\r\n }\r\n\r\n if (block === this.outputBlock) {\r\n this.outputBlock = null;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and load a new one from a serialization object\r\n * @param source defines the JSON representation of the geometry\r\n * @param merge defines whether or not the source must be merged or replace the current content\r\n */\r\n public parseSerializedObject(source: any, merge = false) {\r\n if (!merge) {\r\n this.clear();\r\n }\r\n\r\n const map: { [key: number]: NodeGeometryBlock } = {};\r\n\r\n // Create blocks\r\n for (const parsedBlock of source.blocks) {\r\n const blockType = GetClass(parsedBlock.customType);\r\n if (blockType) {\r\n const block: NodeGeometryBlock = new blockType();\r\n block._deserialize(parsedBlock);\r\n map[parsedBlock.id] = block;\r\n\r\n this.attachedBlocks.push(block);\r\n }\r\n }\r\n\r\n // Reconnect teleportation\r\n for (const block of this.attachedBlocks) {\r\n if (block.isTeleportOut) {\r\n const teleportOut = block as TeleportOutBlock;\r\n const id = teleportOut._tempEntryPointUniqueId;\r\n if (id) {\r\n const source = map[id] as TeleportInBlock;\r\n if (source) {\r\n source.attachToEndpoint(teleportOut);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Connections - Starts with input blocks only (except if in \"merge\" mode where we scan all blocks)\r\n for (let blockIndex = 0; blockIndex < source.blocks.length; blockIndex++) {\r\n const parsedBlock = source.blocks[blockIndex];\r\n const block = map[parsedBlock.id];\r\n\r\n if (!block) {\r\n continue;\r\n }\r\n\r\n if (block.inputs.length && parsedBlock.inputs.some((i: any) => i.targetConnectionName) && !merge) {\r\n continue;\r\n }\r\n this._restoreConnections(block, source, map);\r\n }\r\n\r\n // Outputs\r\n if (source.outputNodeId) {\r\n this.outputBlock = map[source.outputNodeId] as GeometryOutputBlock;\r\n }\r\n\r\n // UI related info\r\n if (source.locations || (source.editorData && source.editorData.locations)) {\r\n const locations: {\r\n blockId: number;\r\n x: number;\r\n y: number;\r\n }[] = source.locations || source.editorData.locations;\r\n\r\n for (const location of locations) {\r\n if (map[location.blockId]) {\r\n location.blockId = map[location.blockId].uniqueId;\r\n }\r\n }\r\n\r\n if (merge && this.editorData && this.editorData.locations) {\r\n locations.concat(this.editorData.locations);\r\n }\r\n\r\n if (source.locations) {\r\n this.editorData = {\r\n locations: locations,\r\n };\r\n } else {\r\n this.editorData = source.editorData;\r\n this.editorData.locations = locations;\r\n }\r\n\r\n const blockMap: number[] = [];\r\n\r\n for (const key in map) {\r\n blockMap[key] = map[key].uniqueId;\r\n }\r\n\r\n this.editorData.map = blockMap;\r\n }\r\n\r\n this.comment = source.comment;\r\n }\r\n\r\n private _restoreConnections(block: NodeGeometryBlock, source: any, map: { [key: number]: NodeGeometryBlock }) {\r\n for (const outputPoint of block.outputs) {\r\n for (const candidate of source.blocks) {\r\n const target = map[candidate.id];\r\n\r\n if (!target) {\r\n continue;\r\n }\r\n\r\n for (const input of candidate.inputs) {\r\n if (map[input.targetBlockId] === block && input.targetConnectionName === outputPoint.name) {\r\n const inputPoint = target.getInputByName(input.inputName);\r\n if (!inputPoint || inputPoint.isConnected) {\r\n continue;\r\n }\r\n\r\n outputPoint.connectTo(inputPoint, true);\r\n this._restoreConnections(target, source, map);\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Generate a string containing the code declaration required to create an equivalent of this geometry\r\n * @returns a string\r\n */\r\n public generateCode() {\r\n let alreadyDumped: NodeGeometryBlock[] = [];\r\n const blocks: NodeGeometryBlock[] = [];\r\n const uniqueNames: string[] = [\"const\", \"var\", \"let\"];\r\n // Gets active blocks\r\n if (this.outputBlock) {\r\n this._gatherBlocks(this.outputBlock, blocks);\r\n }\r\n\r\n // Generate\r\n let codeString = `let nodeGeometry = new BABYLON.NodeGeometry(\"${this.name || \"node geometry\"}\");\\n`;\r\n for (const node of blocks) {\r\n if (node.isInput && alreadyDumped.indexOf(node) === -1) {\r\n codeString += node._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n if (this.outputBlock) {\r\n // Connections\r\n alreadyDumped = [];\r\n codeString += \"// Connections\\n\";\r\n codeString += this.outputBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n\r\n // Output nodes\r\n codeString += \"// Output nodes\\n\";\r\n codeString += `nodeGeometry.outputBlock = ${this.outputBlock._codeVariableName};\\n`;\r\n codeString += `nodeGeometry.build();\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n private _gatherBlocks(rootNode: NodeGeometryBlock, list: NodeGeometryBlock[]) {\r\n if (list.indexOf(rootNode) !== -1) {\r\n return;\r\n }\r\n list.push(rootNode);\r\n\r\n for (const input of rootNode.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== rootNode) {\r\n this._gatherBlocks(block, list);\r\n }\r\n }\r\n }\r\n\r\n // Teleportation\r\n if (rootNode.isTeleportOut) {\r\n const block = rootNode as TeleportOutBlock;\r\n if (block.entryPoint) {\r\n this._gatherBlocks(block.entryPoint, list);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current geometry and set it to a default state\r\n */\r\n public setToDefault() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n // Source\r\n const dataBlock = new BoxBlock(\"Box\");\r\n dataBlock.autoConfigure();\r\n\r\n // Final output\r\n const output = new GeometryOutputBlock(\"Geometry Output\");\r\n dataBlock.geometry.connectTo(output.geometry);\r\n\r\n this.outputBlock = output;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current geometry.\r\n * @param name defines the name to use for the new geometry\r\n * @returns the new geometry\r\n */\r\n public clone(name: string): NodeGeometry {\r\n const serializationObject = this.serialize();\r\n\r\n const clone = SerializationHelper.Clone(() => new NodeGeometry(name), this);\r\n clone.name = name;\r\n\r\n clone.parseSerializedObject(serializationObject);\r\n clone._buildId = this._buildId;\r\n clone.build(false);\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes this geometry in a JSON representation\r\n * @param selectedBlocks defines the list of blocks to save (if null the whole geometry will be saved)\r\n * @returns the serialized geometry object\r\n */\r\n public serialize(selectedBlocks?: NodeGeometryBlock[]): any {\r\n const serializationObject = selectedBlocks ? {} : SerializationHelper.Serialize(this);\r\n serializationObject.editorData = JSON.parse(JSON.stringify(this.editorData)); // Copy\r\n\r\n let blocks: NodeGeometryBlock[] = [];\r\n\r\n if (selectedBlocks) {\r\n blocks = selectedBlocks;\r\n } else {\r\n serializationObject.customType = \"BABYLON.NodeGeometry\";\r\n if (this.outputBlock) {\r\n serializationObject.outputNodeId = this.outputBlock.uniqueId;\r\n }\r\n }\r\n\r\n // Blocks\r\n serializationObject.blocks = [];\r\n\r\n for (const block of blocks) {\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n\r\n if (!selectedBlocks) {\r\n for (const block of this.attachedBlocks) {\r\n if (blocks.indexOf(block) !== -1) {\r\n continue;\r\n }\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Disposes the ressources\r\n */\r\n public dispose(): void {\r\n for (const block of this.attachedBlocks) {\r\n block.dispose();\r\n }\r\n\r\n this.attachedBlocks.length = 0;\r\n this.onBuildObservable.clear();\r\n }\r\n\r\n /**\r\n * Creates a new node geometry set to default basic configuration\r\n * @param name defines the name of the geometry\r\n * @returns a new NodeGeometry\r\n */\r\n public static CreateDefault(name: string) {\r\n const nodeGeometry = new NodeGeometry(name);\r\n\r\n nodeGeometry.setToDefault();\r\n nodeGeometry.build();\r\n\r\n return nodeGeometry;\r\n }\r\n\r\n /**\r\n * Creates a node geometry from parsed geometry data\r\n * @param source defines the JSON representation of the geometry\r\n * @returns a new node geometry\r\n */\r\n public static Parse(source: any): NodeGeometry {\r\n const nodeGeometry = SerializationHelper.Parse(() => new NodeGeometry(source.name), source, null);\r\n\r\n nodeGeometry.parseSerializedObject(source);\r\n nodeGeometry.build();\r\n\r\n return nodeGeometry;\r\n }\r\n\r\n /**\r\n * Creates a node geometry from a snippet saved by the node geometry editor\r\n * @param snippetId defines the snippet to load\r\n * @param nodeGeometry defines a node geometry to update (instead of creating a new one)\r\n * @param skipBuild defines whether to build the node geometry\r\n * @returns a promise that will resolve to the new node geometry\r\n */\r\n public static ParseFromSnippetAsync(snippetId: string, nodeGeometry?: NodeGeometry, skipBuild: boolean = false): Promise<NodeGeometry> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(NodeGeometry.CreateDefault(\"blank\"));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.nodeGeometry);\r\n\r\n if (!nodeGeometry) {\r\n nodeGeometry = SerializationHelper.Parse(() => new NodeGeometry(snippetId), serializationObject, null);\r\n }\r\n\r\n nodeGeometry.parseSerializedObject(serializationObject);\r\n nodeGeometry.snippetId = snippetId;\r\n\r\n try {\r\n if (!skipBuild) {\r\n nodeGeometry.build();\r\n }\r\n resolve(nodeGeometry);\r\n } catch (err) {\r\n reject(err);\r\n }\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
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1
|
+
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{ Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Mesh } from \"../mesh\";\r\nimport type { VertexData } from \"../mesh.vertexData\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { GeometryOutputBlock } from \"./Blocks/geometryOutputBlock\";\r\nimport type { NodeGeometryBlock } from \"./nodeGeometryBlock\";\r\nimport { NodeGeometryBuildState } from \"./nodeGeometryBuildState\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { WebRequest } from \"../../Misc/webRequest\";\r\nimport { BoxBlock } from \"./Blocks/Sources/boxBlock\";\r\nimport type { GeometryInputBlock } from \"./Blocks/geometryInputBlock\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\nimport type { TeleportOutBlock } from \"./Blocks/Teleport/teleportOutBlock\";\r\nimport type { TeleportInBlock } from \"./Blocks/Teleport/teleportInBlock\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Color4 } from \"../../Maths/math.color\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n// declare NODEGEOMETRYEDITOR namespace for compilation issue\r\ndeclare let NODEGEOMETRYEDITOR: any;\r\ndeclare let BABYLON: any;\r\n\r\n/**\r\n * Interface used to configure the node geometry editor\r\n */\r\nexport interface INodeGeometryEditorOptions {\r\n /** Define the URL to load node editor script from */\r\n editorURL?: string;\r\n /** Additional configuration for the NGE */\r\n nodeGeometryEditorConfig?: {\r\n backgroundColor?: Color4;\r\n hostScene?: Scene;\r\n hostMesh?: Mesh;\r\n };\r\n}\r\n\r\n/**\r\n * Defines a node based geometry\r\n * @see demo at https://playground.babylonjs.com#PYY6XE#69\r\n */\r\nexport class NodeGeometry {\r\n private static _BuildIdGenerator: number = 0;\r\n private _buildId: number = NodeGeometry._BuildIdGenerator++;\r\n private _buildWasSuccessful = false;\r\n private _vertexData: Nullable<VertexData> = null;\r\n private _buildExecutionTime: number = 0;\r\n\r\n /** Define the Url to load node editor script */\r\n public static EditorURL = `${Tools._DefaultCdnUrl}/v${AbstractEngine.Version}/nodeGeometryEditor/babylon.nodeGeometryEditor.js`;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSNODEGEOMETRYEDITOR = this._getGlobalNodeGeometryEditor();\r\n\r\n /** @returns the inspector from bundle or global */\r\n private _getGlobalNodeGeometryEditor(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof NODEGEOMETRYEDITOR !== \"undefined\") {\r\n return NODEGEOMETRYEDITOR;\r\n }\r\n\r\n // In case of module let's check the global emitted from the editor entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.NodeGeometryEditor !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Gets the time spent to build this block (in ms)\r\n */\r\n public get buildExecutionTime() {\r\n return this._buildExecutionTime;\r\n }\r\n\r\n /**\r\n * Gets or sets data used by visual editor\r\n * @see https://nge.babylonjs.com\r\n */\r\n public editorData: any = null;\r\n\r\n /**\r\n * Gets an array of blocks that needs to be serialized even if they are not yet connected\r\n */\r\n public attachedBlocks: NodeGeometryBlock[] = [];\r\n\r\n /**\r\n * Observable raised when the geometry is built\r\n */\r\n public onBuildObservable = new Observable<NodeGeometry>();\r\n\r\n /** Gets or sets the GeometryOutputBlock used to gather the final geometry data */\r\n public outputBlock: Nullable<GeometryOutputBlock> = null;\r\n\r\n /**\r\n * Snippet ID if the material was created from the snippet server\r\n */\r\n public snippetId: string;\r\n\r\n /**\r\n * The name of the geometry\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * A free comment about the geometry\r\n */\r\n @serialize(\"comment\")\r\n public comment: string;\r\n\r\n /**\r\n * Creates a new geometry\r\n * @param name defines the name of the geometry\r\n */\r\n public constructor(name: string) {\r\n this.name = name;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the geometry e.g. \"NodeGeometry\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeGeometry\";\r\n }\r\n\r\n /**\r\n * Gets the vertex data. This needs to be done after build() was called.\r\n * This is used to access vertexData when creating a mesh is not required.\r\n */\r\n public get vertexData() {\r\n return this._vertexData;\r\n }\r\n\r\n /**\r\n * Get a block by its name\r\n * @param name defines the name of the block to retrieve\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByName(name: string) {\r\n let result = null;\r\n for (const block of this.attachedBlocks) {\r\n if (block.name === name) {\r\n if (!result) {\r\n result = block;\r\n } else {\r\n Tools.Warn(\"More than one block was found with the name `\" + name + \"`\");\r\n return result;\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get a block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByPredicate(predicate: (block: NodeGeometryBlock) => boolean) {\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n return block;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the list of input blocks attached to this material\r\n * @returns an array of InputBlocks\r\n */\r\n public getInputBlocks() {\r\n const blocks: GeometryInputBlock[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput) {\r\n blocks.push(block as GeometryInputBlock);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Launch the node geometry editor\r\n * @param config Define the configuration of the editor\r\n * @returns a promise fulfilled when the node editor is visible\r\n */\r\n public edit(config?: INodeGeometryEditorOptions): Promise<void> {\r\n return new Promise((resolve) => {\r\n this.BJSNODEGEOMETRYEDITOR = this.BJSNODEGEOMETRYEDITOR || this._getGlobalNodeGeometryEditor();\r\n if (typeof this.BJSNODEGEOMETRYEDITOR == \"undefined\") {\r\n const editorUrl = config && config.editorURL ? config.editorURL : NodeGeometry.EditorURL;\r\n\r\n // Load editor and add it to the DOM\r\n Tools.LoadBabylonScript(editorUrl, () => {\r\n this.BJSNODEGEOMETRYEDITOR = this.BJSNODEGEOMETRYEDITOR || this._getGlobalNodeGeometryEditor();\r\n this._createNodeEditor(config?.nodeGeometryEditorConfig);\r\n resolve();\r\n });\r\n } else {\r\n // Otherwise creates the editor\r\n this._createNodeEditor(config?.nodeGeometryEditorConfig);\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the node editor window.\r\n * @param additionalConfig Additional configuration for the NGE\r\n */\r\n private _createNodeEditor(additionalConfig?: any) {\r\n const nodeEditorConfig: any = {\r\n nodeGeometry: this,\r\n ...additionalConfig,\r\n };\r\n this.BJSNODEGEOMETRYEDITOR.NodeGeometryEditor.Show(nodeEditorConfig);\r\n }\r\n\r\n /**\r\n * Build the final geometry. Please note that the geometry MAY not be ready until the onBuildObservable is raised.\r\n * @param verbose defines if the build should log activity\r\n * @param updateBuildId defines if the internal build Id should be updated (default is true)\r\n * @param autoConfigure defines if the autoConfigure method should be called when initializing blocks (default is false)\r\n */\r\n public build(verbose: boolean = false, updateBuildId = true, autoConfigure = false) {\r\n this._buildWasSuccessful = false;\r\n\r\n if (!this.outputBlock) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"You must define the outputBlock property before building the geometry\";\r\n }\r\n const now = PrecisionDate.Now;\r\n // Initialize blocks\r\n this._initializeBlock(this.outputBlock, autoConfigure);\r\n\r\n // Check async states\r\n const promises: Promise<void>[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (block._isReadyState) {\r\n promises.push(block._isReadyState);\r\n }\r\n }\r\n\r\n if (promises.length) {\r\n Promise.all(promises).then(() => {\r\n this.build(verbose, updateBuildId, autoConfigure);\r\n });\r\n return;\r\n }\r\n\r\n // Build\r\n const state = new NodeGeometryBuildState();\r\n\r\n state.buildId = this._buildId;\r\n state.verbose = verbose;\r\n\r\n try {\r\n this.outputBlock.build(state);\r\n } finally {\r\n if (updateBuildId) {\r\n this._buildId = NodeGeometry._BuildIdGenerator++;\r\n }\r\n }\r\n\r\n this._buildExecutionTime = PrecisionDate.Now - now;\r\n\r\n // Errors\r\n state.emitErrors();\r\n\r\n this._buildWasSuccessful = true;\r\n this._vertexData = state.vertexData;\r\n this.onBuildObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Creates a mesh from the geometry blocks\r\n * @param name defines the name of the mesh\r\n * @param scene The scene the mesh is scoped to\r\n * @returns The new mesh\r\n */\r\n public createMesh(name: string, scene: Nullable<Scene> = null): Nullable<Mesh> {\r\n if (!this._buildWasSuccessful) {\r\n this.build();\r\n }\r\n\r\n if (!this._vertexData) {\r\n return null;\r\n }\r\n\r\n const mesh = new Mesh(name, scene);\r\n this._vertexData.applyToMesh(mesh);\r\n\r\n mesh._internalMetadata = mesh._internalMetadata || {};\r\n mesh._internalMetadata.nodeGeometry = this;\r\n\r\n return mesh;\r\n }\r\n\r\n /**\r\n * Creates a mesh from the geometry blocks\r\n * @param mesh the mesh to update\r\n * @returns True if successfully updated\r\n */\r\n public updateMesh(mesh: Mesh) {\r\n if (!this._buildWasSuccessful) {\r\n this.build();\r\n }\r\n\r\n if (!this._vertexData) {\r\n return false;\r\n }\r\n\r\n this._vertexData.applyToMesh(mesh);\r\n\r\n mesh._internalMetadata = mesh._internalMetadata || {};\r\n mesh._internalMetadata.nodeGeometry = this;\r\n\r\n return mesh;\r\n }\r\n\r\n private _initializeBlock(node: NodeGeometryBlock, autoConfigure = true) {\r\n node.initialize();\r\n if (autoConfigure) {\r\n node.autoConfigure();\r\n }\r\n node._preparationId = this._buildId;\r\n\r\n if (this.attachedBlocks.indexOf(node) === -1) {\r\n this.attachedBlocks.push(node);\r\n }\r\n\r\n for (const input of node.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== node) {\r\n this._initializeBlock(block, autoConfigure);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current geometry\r\n */\r\n public clear() {\r\n this.outputBlock = null;\r\n this.attachedBlocks.length = 0;\r\n }\r\n\r\n /**\r\n * Remove a block from the current geometry\r\n * @param block defines the block to remove\r\n */\r\n public removeBlock(block: NodeGeometryBlock) {\r\n const attachedBlockIndex = this.attachedBlocks.indexOf(block);\r\n if (attachedBlockIndex > -1) {\r\n this.attachedBlocks.splice(attachedBlockIndex, 1);\r\n }\r\n\r\n if (block === this.outputBlock) {\r\n this.outputBlock = null;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and load a new one from a serialization object\r\n * @param source defines the JSON representation of the geometry\r\n * @param merge defines whether or not the source must be merged or replace the current content\r\n */\r\n public parseSerializedObject(source: any, merge = false) {\r\n if (!merge) {\r\n this.clear();\r\n }\r\n\r\n const map: { [key: number]: NodeGeometryBlock } = {};\r\n\r\n // Create blocks\r\n for (const parsedBlock of source.blocks) {\r\n const blockType = GetClass(parsedBlock.customType);\r\n if (blockType) {\r\n const block: NodeGeometryBlock = new blockType();\r\n block._deserialize(parsedBlock);\r\n map[parsedBlock.id] = block;\r\n\r\n this.attachedBlocks.push(block);\r\n }\r\n }\r\n\r\n // Reconnect teleportation\r\n for (const block of this.attachedBlocks) {\r\n if (block.isTeleportOut) {\r\n const teleportOut = block as TeleportOutBlock;\r\n const id = teleportOut._tempEntryPointUniqueId;\r\n if (id) {\r\n const source = map[id] as TeleportInBlock;\r\n if (source) {\r\n source.attachToEndpoint(teleportOut);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Connections - Starts with input blocks only (except if in \"merge\" mode where we scan all blocks)\r\n for (let blockIndex = 0; blockIndex < source.blocks.length; blockIndex++) {\r\n const parsedBlock = source.blocks[blockIndex];\r\n const block = map[parsedBlock.id];\r\n\r\n if (!block) {\r\n continue;\r\n }\r\n\r\n if (block.inputs.length && parsedBlock.inputs.some((i: any) => i.targetConnectionName) && !merge) {\r\n continue;\r\n }\r\n this._restoreConnections(block, source, map);\r\n }\r\n\r\n // Outputs\r\n if (source.outputNodeId) {\r\n this.outputBlock = map[source.outputNodeId] as GeometryOutputBlock;\r\n }\r\n\r\n // UI related info\r\n if (source.locations || (source.editorData && source.editorData.locations)) {\r\n const locations: {\r\n blockId: number;\r\n x: number;\r\n y: number;\r\n isCollapsed: boolean;\r\n }[] = source.locations || source.editorData.locations;\r\n\r\n for (const location of locations) {\r\n if (map[location.blockId]) {\r\n location.blockId = map[location.blockId].uniqueId;\r\n }\r\n }\r\n\r\n if (merge && this.editorData && this.editorData.locations) {\r\n locations.concat(this.editorData.locations);\r\n }\r\n\r\n if (source.locations) {\r\n this.editorData = {\r\n locations: locations,\r\n };\r\n } else {\r\n this.editorData = source.editorData;\r\n this.editorData.locations = locations;\r\n }\r\n\r\n const blockMap: number[] = [];\r\n\r\n for (const key in map) {\r\n blockMap[key] = map[key].uniqueId;\r\n }\r\n\r\n this.editorData.map = blockMap;\r\n }\r\n\r\n this.comment = source.comment;\r\n }\r\n\r\n private _restoreConnections(block: NodeGeometryBlock, source: any, map: { [key: number]: NodeGeometryBlock }) {\r\n for (const outputPoint of block.outputs) {\r\n for (const candidate of source.blocks) {\r\n const target = map[candidate.id];\r\n\r\n if (!target) {\r\n continue;\r\n }\r\n\r\n for (const input of candidate.inputs) {\r\n if (map[input.targetBlockId] === block && input.targetConnectionName === outputPoint.name) {\r\n const inputPoint = target.getInputByName(input.inputName);\r\n if (!inputPoint || inputPoint.isConnected) {\r\n continue;\r\n }\r\n\r\n outputPoint.connectTo(inputPoint, true);\r\n this._restoreConnections(target, source, map);\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Generate a string containing the code declaration required to create an equivalent of this geometry\r\n * @returns a string\r\n */\r\n public generateCode() {\r\n let alreadyDumped: NodeGeometryBlock[] = [];\r\n const blocks: NodeGeometryBlock[] = [];\r\n const uniqueNames: string[] = [\"const\", \"var\", \"let\"];\r\n // Gets active blocks\r\n if (this.outputBlock) {\r\n this._gatherBlocks(this.outputBlock, blocks);\r\n }\r\n\r\n // Generate\r\n let codeString = `let nodeGeometry = new BABYLON.NodeGeometry(\"${this.name || \"node geometry\"}\");\\n`;\r\n for (const node of blocks) {\r\n if (node.isInput && alreadyDumped.indexOf(node) === -1) {\r\n codeString += node._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n if (this.outputBlock) {\r\n // Connections\r\n alreadyDumped = [];\r\n codeString += \"// Connections\\n\";\r\n codeString += this.outputBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n\r\n // Output nodes\r\n codeString += \"// Output nodes\\n\";\r\n codeString += `nodeGeometry.outputBlock = ${this.outputBlock._codeVariableName};\\n`;\r\n codeString += `nodeGeometry.build();\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n private _gatherBlocks(rootNode: NodeGeometryBlock, list: NodeGeometryBlock[]) {\r\n if (list.indexOf(rootNode) !== -1) {\r\n return;\r\n }\r\n list.push(rootNode);\r\n\r\n for (const input of rootNode.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== rootNode) {\r\n this._gatherBlocks(block, list);\r\n }\r\n }\r\n }\r\n\r\n // Teleportation\r\n if (rootNode.isTeleportOut) {\r\n const block = rootNode as TeleportOutBlock;\r\n if (block.entryPoint) {\r\n this._gatherBlocks(block.entryPoint, list);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current geometry and set it to a default state\r\n */\r\n public setToDefault() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n // Source\r\n const dataBlock = new BoxBlock(\"Box\");\r\n dataBlock.autoConfigure();\r\n\r\n // Final output\r\n const output = new GeometryOutputBlock(\"Geometry Output\");\r\n dataBlock.geometry.connectTo(output.geometry);\r\n\r\n this.outputBlock = output;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current geometry.\r\n * @param name defines the name to use for the new geometry\r\n * @returns the new geometry\r\n */\r\n public clone(name: string): NodeGeometry {\r\n const serializationObject = this.serialize();\r\n\r\n const clone = SerializationHelper.Clone(() => new NodeGeometry(name), this);\r\n clone.name = name;\r\n\r\n clone.parseSerializedObject(serializationObject);\r\n clone._buildId = this._buildId;\r\n clone.build(false);\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes this geometry in a JSON representation\r\n * @param selectedBlocks defines the list of blocks to save (if null the whole geometry will be saved)\r\n * @returns the serialized geometry object\r\n */\r\n public serialize(selectedBlocks?: NodeGeometryBlock[]): any {\r\n const serializationObject = selectedBlocks ? {} : SerializationHelper.Serialize(this);\r\n serializationObject.editorData = JSON.parse(JSON.stringify(this.editorData)); // Copy\r\n\r\n let blocks: NodeGeometryBlock[] = [];\r\n\r\n if (selectedBlocks) {\r\n blocks = selectedBlocks;\r\n } else {\r\n serializationObject.customType = \"BABYLON.NodeGeometry\";\r\n if (this.outputBlock) {\r\n serializationObject.outputNodeId = this.outputBlock.uniqueId;\r\n }\r\n }\r\n\r\n // Blocks\r\n serializationObject.blocks = [];\r\n\r\n for (const block of blocks) {\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n\r\n if (!selectedBlocks) {\r\n for (const block of this.attachedBlocks) {\r\n if (blocks.indexOf(block) !== -1) {\r\n continue;\r\n }\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Disposes the ressources\r\n */\r\n public dispose(): void {\r\n for (const block of this.attachedBlocks) {\r\n block.dispose();\r\n }\r\n\r\n this.attachedBlocks.length = 0;\r\n this.onBuildObservable.clear();\r\n }\r\n\r\n /**\r\n * Creates a new node geometry set to default basic configuration\r\n * @param name defines the name of the geometry\r\n * @returns a new NodeGeometry\r\n */\r\n public static CreateDefault(name: string) {\r\n const nodeGeometry = new NodeGeometry(name);\r\n\r\n nodeGeometry.setToDefault();\r\n nodeGeometry.build();\r\n\r\n return nodeGeometry;\r\n }\r\n\r\n /**\r\n * Creates a node geometry from parsed geometry data\r\n * @param source defines the JSON representation of the geometry\r\n * @returns a new node geometry\r\n */\r\n public static Parse(source: any): NodeGeometry {\r\n const nodeGeometry = SerializationHelper.Parse(() => new NodeGeometry(source.name), source, null);\r\n\r\n nodeGeometry.parseSerializedObject(source);\r\n nodeGeometry.build();\r\n\r\n return nodeGeometry;\r\n }\r\n\r\n /**\r\n * Creates a node geometry from a snippet saved by the node geometry editor\r\n * @param snippetId defines the snippet to load\r\n * @param nodeGeometry defines a node geometry to update (instead of creating a new one)\r\n * @param skipBuild defines whether to build the node geometry\r\n * @returns a promise that will resolve to the new node geometry\r\n */\r\n public static ParseFromSnippetAsync(snippetId: string, nodeGeometry?: NodeGeometry, skipBuild: boolean = false): Promise<NodeGeometry> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(NodeGeometry.CreateDefault(\"blank\"));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.nodeGeometry);\r\n\r\n if (!nodeGeometry) {\r\n nodeGeometry = SerializationHelper.Parse(() => new NodeGeometry(snippetId), serializationObject, null);\r\n }\r\n\r\n nodeGeometry.parseSerializedObject(serializationObject);\r\n nodeGeometry.snippetId = snippetId;\r\n\r\n try {\r\n if (!skipBuild) {\r\n nodeGeometry.build();\r\n }\r\n resolve(nodeGeometry);\r\n } catch (err) {\r\n reject(err);\r\n }\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
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@@ -229,7 +229,7 @@ export class _IblShadowsAccumulationPass {
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}
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_setOutputTextureBindings() {
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const remenance = this._isMoving ? this.remenance : 0.99;
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this._accumulationParams.set(remenance, this.reset ? 1.0 : 0.0,
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this._accumulationParams.set(remenance, this.reset ? 1.0 : 0.0, this._renderPipeline.voxelGridSize, 0.0);
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this._outputTexture.setTexture("spatialBlurSampler", this._renderPipeline._getSpatialBlurTexture());
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this._outputTexture.setVector4("accumulationParameters", this._accumulationParams);
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this._outputTexture.setTexture("oldAccumulationSampler", this._oldAccumulationCopy ? this._oldAccumulationCopy : this._renderPipeline._dummyTexture2d);
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@@ -1 +1 @@
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1
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-
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{ Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n/**\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsAccumulationPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n\r\n // First, render the accumulation pass with both position buffers, motion buffer, shadow buffer, and the previous accumulation buffer\r\n private _outputTexture: ProceduralTexture;\r\n private _oldAccumulationCopy: ProceduralTexture;\r\n private _oldPositionCopy: ProceduralTexture;\r\n private _accumulationParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Observable that triggers when the accumulation texture is ready\r\n */\r\n public onReadyObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Shadow Accumulation Debug Pass\";\r\n\r\n /**\r\n * Gets the name of the debug pass\r\n * @returns The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * A value that controls how much of the previous frame's accumulation to keep.\r\n * The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.\r\n */\r\n public get remenance(): number {\r\n return this._remenance;\r\n }\r\n\r\n /**\r\n * A value that controls how much of the previous frame's accumulation to keep.\r\n * The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.\r\n */\r\n public set remenance(value: number) {\r\n this._remenance = value;\r\n }\r\n private _remenance: number = 0.9;\r\n\r\n /**\r\n * Reset the accumulation.\r\n */\r\n public get reset(): boolean {\r\n return this._reset;\r\n }\r\n /**\r\n * Reset the accumulation.\r\n */\r\n public set reset(value: boolean) {\r\n this._reset = value;\r\n }\r\n private _reset: boolean = true;\r\n\r\n /**\r\n * Tell the pass that the camera is moving. This will cause the accumulation\r\n * rate to change.\r\n */\r\n public set isMoving(value: boolean) {\r\n this._isMoving = value;\r\n }\r\n private _isMoving: boolean = false;\r\n\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n if (!this._debugPassPP) {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the accumulation pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The accumulation pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n\r\n const outputTextureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowAccumulation.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowAccumulation.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"shadowAccumulationPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowAccumulation\",\r\n this._scene,\r\n outputTextureOptions\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.onGeneratedObservable.addOnce(() => {\r\n this.onReadyObservable.notifyObservers();\r\n });\r\n\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setOutputTextureBindings();\r\n\r\n let counter = 0;\r\n this._scene.onBeforeRenderObservable.add(() => {\r\n counter = 0;\r\n });\r\n this._scene.onAfterRenderTargetsRenderObservable.add(() => {\r\n if (++counter == 2) {\r\n if (this.enabled && this._outputTexture.isReady()) {\r\n this._setOutputTextureBindings();\r\n this._outputTexture.render();\r\n }\r\n }\r\n });\r\n\r\n // Create the accumulation texture for the previous frame.\r\n // We'll copy the output of the accumulation pass to this texture at the start of every frame.\r\n const accumulationOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/pass.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/pass.fragment\")]);\r\n }\r\n },\r\n };\r\n\r\n this._oldAccumulationCopy = new ProceduralTexture(\r\n \"oldAccumulationRT\",\r\n { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() },\r\n \"pass\",\r\n this._scene,\r\n accumulationOptions,\r\n false\r\n );\r\n\r\n this._oldAccumulationCopy.autoClear = false;\r\n this._oldAccumulationCopy.refreshRate = 1;\r\n this._oldAccumulationCopy.onBeforeGenerationObservable.add(this._setAccumulationCopyBindings.bind(this));\r\n this._setAccumulationCopyBindings();\r\n\r\n // Create the local position texture for the previous frame.\r\n // We'll copy the previous local position texture to this texture at the start of every frame.\r\n const localPositionOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/pass.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/pass.fragment\")]);\r\n }\r\n },\r\n };\r\n\r\n this._oldPositionCopy = new ProceduralTexture(\r\n \"oldLocalPositionRT\",\r\n { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() },\r\n \"pass\",\r\n this._scene,\r\n localPositionOptions,\r\n false\r\n );\r\n this._updatePositionCopy();\r\n this._oldPositionCopy.autoClear = false;\r\n this._oldPositionCopy.refreshRate = 1;\r\n this._oldPositionCopy.onBeforeGenerationObservable.add(this._updatePositionCopy.bind(this));\r\n }\r\n\r\n private _setOutputTextureBindings() {\r\n const remenance = this._isMoving ? this.remenance : 0.99;\r\n this._accumulationParams.set(remenance, this.reset ? 1.0 : 0.0, 0.0, 0.0);\r\n this._outputTexture.setTexture(\"spatialBlurSampler\", this._renderPipeline._getSpatialBlurTexture());\r\n this._outputTexture.setVector4(\"accumulationParameters\", this._accumulationParams);\r\n this._outputTexture.setTexture(\"oldAccumulationSampler\", this._oldAccumulationCopy ? this._oldAccumulationCopy : this._renderPipeline._dummyTexture2d);\r\n this._outputTexture.setTexture(\"prevPositionSampler\", this._oldPositionCopy ? this._oldPositionCopy : this._renderPipeline._dummyTexture2d);\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n return;\r\n }\r\n const velocityIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"motionSampler\", geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n const wPositionIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"positionSampler\", geometryBufferRenderer.getGBuffer().textures[wPositionIndex]);\r\n\r\n this.reset = false;\r\n this._isMoving = false;\r\n }\r\n\r\n private _updatePositionCopy() {\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n const index = geometryBufferRenderer!.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n this._oldPositionCopy.setTexture(\"textureSampler\", geometryBufferRenderer!.getGBuffer().textures[index]);\r\n }\r\n\r\n private _setAccumulationCopyBindings() {\r\n this._oldAccumulationCopy.setTexture(\"textureSampler\", this._outputTexture);\r\n }\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n this._outputTexture.resize(newSize, false);\r\n this._oldAccumulationCopy.resize(newSize, false);\r\n this._oldPositionCopy.resize({ width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, false);\r\n this.reset = true;\r\n }\r\n\r\n private _disposeTextures() {\r\n this._oldAccumulationCopy.dispose();\r\n this._oldPositionCopy.dispose();\r\n this._outputTexture.dispose();\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._oldAccumulationCopy &&\r\n this._oldAccumulationCopy.isReady() &&\r\n this._oldPositionCopy &&\r\n this._oldPositionCopy.isReady() &&\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady())\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
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1
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+
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{ Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n/**\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsAccumulationPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n\r\n // First, render the accumulation pass with both position buffers, motion buffer, shadow buffer, and the previous accumulation buffer\r\n private _outputTexture: ProceduralTexture;\r\n private _oldAccumulationCopy: ProceduralTexture;\r\n private _oldPositionCopy: ProceduralTexture;\r\n private _accumulationParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Observable that triggers when the accumulation texture is ready\r\n */\r\n public onReadyObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Shadow Accumulation Debug Pass\";\r\n\r\n /**\r\n * Gets the name of the debug pass\r\n * @returns The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * A value that controls how much of the previous frame's accumulation to keep.\r\n * The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.\r\n */\r\n public get remenance(): number {\r\n return this._remenance;\r\n }\r\n\r\n /**\r\n * A value that controls how much of the previous frame's accumulation to keep.\r\n * The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.\r\n */\r\n public set remenance(value: number) {\r\n this._remenance = value;\r\n }\r\n private _remenance: number = 0.9;\r\n\r\n /**\r\n * Reset the accumulation.\r\n */\r\n public get reset(): boolean {\r\n return this._reset;\r\n }\r\n /**\r\n * Reset the accumulation.\r\n */\r\n public set reset(value: boolean) {\r\n this._reset = value;\r\n }\r\n private _reset: boolean = true;\r\n\r\n /**\r\n * Tell the pass that the camera is moving. This will cause the accumulation\r\n * rate to change.\r\n */\r\n public set isMoving(value: boolean) {\r\n this._isMoving = value;\r\n }\r\n private _isMoving: boolean = false;\r\n\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n if (!this._debugPassPP) {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the accumulation pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The accumulation pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n\r\n const outputTextureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowAccumulation.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowAccumulation.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"shadowAccumulationPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowAccumulation\",\r\n this._scene,\r\n outputTextureOptions\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.onGeneratedObservable.addOnce(() => {\r\n this.onReadyObservable.notifyObservers();\r\n });\r\n\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setOutputTextureBindings();\r\n\r\n let counter = 0;\r\n this._scene.onBeforeRenderObservable.add(() => {\r\n counter = 0;\r\n });\r\n this._scene.onAfterRenderTargetsRenderObservable.add(() => {\r\n if (++counter == 2) {\r\n if (this.enabled && this._outputTexture.isReady()) {\r\n this._setOutputTextureBindings();\r\n this._outputTexture.render();\r\n }\r\n }\r\n });\r\n\r\n // Create the accumulation texture for the previous frame.\r\n // We'll copy the output of the accumulation pass to this texture at the start of every frame.\r\n const accumulationOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/pass.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/pass.fragment\")]);\r\n }\r\n },\r\n };\r\n\r\n this._oldAccumulationCopy = new ProceduralTexture(\r\n \"oldAccumulationRT\",\r\n { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() },\r\n \"pass\",\r\n this._scene,\r\n accumulationOptions,\r\n false\r\n );\r\n\r\n this._oldAccumulationCopy.autoClear = false;\r\n this._oldAccumulationCopy.refreshRate = 1;\r\n this._oldAccumulationCopy.onBeforeGenerationObservable.add(this._setAccumulationCopyBindings.bind(this));\r\n this._setAccumulationCopyBindings();\r\n\r\n // Create the local position texture for the previous frame.\r\n // We'll copy the previous local position texture to this texture at the start of every frame.\r\n const localPositionOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/pass.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/pass.fragment\")]);\r\n }\r\n },\r\n };\r\n\r\n this._oldPositionCopy = new ProceduralTexture(\r\n \"oldLocalPositionRT\",\r\n { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() },\r\n \"pass\",\r\n this._scene,\r\n localPositionOptions,\r\n false\r\n );\r\n this._updatePositionCopy();\r\n this._oldPositionCopy.autoClear = false;\r\n this._oldPositionCopy.refreshRate = 1;\r\n this._oldPositionCopy.onBeforeGenerationObservable.add(this._updatePositionCopy.bind(this));\r\n }\r\n\r\n private _setOutputTextureBindings() {\r\n const remenance = this._isMoving ? this.remenance : 0.99;\r\n this._accumulationParams.set(remenance, this.reset ? 1.0 : 0.0, this._renderPipeline.voxelGridSize, 0.0);\r\n this._outputTexture.setTexture(\"spatialBlurSampler\", this._renderPipeline._getSpatialBlurTexture());\r\n this._outputTexture.setVector4(\"accumulationParameters\", this._accumulationParams);\r\n this._outputTexture.setTexture(\"oldAccumulationSampler\", this._oldAccumulationCopy ? this._oldAccumulationCopy : this._renderPipeline._dummyTexture2d);\r\n this._outputTexture.setTexture(\"prevPositionSampler\", this._oldPositionCopy ? this._oldPositionCopy : this._renderPipeline._dummyTexture2d);\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n return;\r\n }\r\n const velocityIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"motionSampler\", geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n const wPositionIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"positionSampler\", geometryBufferRenderer.getGBuffer().textures[wPositionIndex]);\r\n\r\n this.reset = false;\r\n this._isMoving = false;\r\n }\r\n\r\n private _updatePositionCopy() {\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n const index = geometryBufferRenderer!.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n this._oldPositionCopy.setTexture(\"textureSampler\", geometryBufferRenderer!.getGBuffer().textures[index]);\r\n }\r\n\r\n private _setAccumulationCopyBindings() {\r\n this._oldAccumulationCopy.setTexture(\"textureSampler\", this._outputTexture);\r\n }\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n this._outputTexture.resize(newSize, false);\r\n this._oldAccumulationCopy.resize(newSize, false);\r\n this._oldPositionCopy.resize({ width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, false);\r\n this.reset = true;\r\n }\r\n\r\n private _disposeTextures() {\r\n this._oldAccumulationCopy.dispose();\r\n this._oldPositionCopy.dispose();\r\n this._outputTexture.dispose();\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._oldAccumulationCopy &&\r\n this._oldAccumulationCopy.isReady() &&\r\n this._oldPositionCopy &&\r\n this._oldPositionCopy.isReady() &&\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady())\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
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