@babylonjs/core 7.39.0 → 7.39.2

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Files changed (167) hide show
  1. package/Cameras/arcRotateCamera.d.ts +1 -1
  2. package/Cameras/arcRotateCamera.js.map +1 -1
  3. package/Cameras/targetCamera.js +6 -0
  4. package/Cameras/targetCamera.js.map +1 -1
  5. package/Debug/directionalLightFrustumViewer.d.ts +2 -1
  6. package/Debug/directionalLightFrustumViewer.js +4 -3
  7. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  8. package/Engines/Extensions/engine.multiRender.js +1 -0
  9. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  10. package/Engines/abstractEngine.js +2 -2
  11. package/Engines/abstractEngine.js.map +1 -1
  12. package/Engines/constants.d.ts +8 -0
  13. package/Engines/constants.js +8 -0
  14. package/Engines/constants.js.map +1 -1
  15. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +3 -9
  16. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  17. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +3 -9
  18. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
  19. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +3 -9
  20. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  21. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +5 -17
  22. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  23. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +5 -17
  24. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -1
  25. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +3 -9
  26. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  27. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +6 -1
  28. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +40 -20
  29. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  30. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.d.ts +77 -0
  31. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +250 -0
  32. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -0
  33. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.d.ts +57 -0
  34. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +169 -0
  35. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -0
  36. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js +3 -9
  37. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +1 -1
  38. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -13
  39. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  40. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.d.ts +6 -0
  41. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +27 -0
  42. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  43. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.d.ts +19 -0
  44. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +28 -0
  45. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -0
  46. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +3 -9
  47. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  48. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +3 -9
  49. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  50. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -5
  51. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  52. package/FrameGraph/Node/Blocks/executeBlock.d.ts +29 -0
  53. package/FrameGraph/Node/Blocks/executeBlock.js +43 -0
  54. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -0
  55. package/FrameGraph/Node/Blocks/index.d.ts +4 -0
  56. package/FrameGraph/Node/Blocks/index.js +4 -0
  57. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  58. package/FrameGraph/Node/Blocks/inputBlock.d.ts +7 -2
  59. package/FrameGraph/Node/Blocks/inputBlock.js +13 -0
  60. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
  61. package/FrameGraph/Node/Blocks/resourceContainerBlock.d.ts +55 -0
  62. package/FrameGraph/Node/Blocks/resourceContainerBlock.js +97 -0
  63. package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -0
  64. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +13 -10
  65. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +11 -4
  66. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  67. package/FrameGraph/Node/nodeRenderGraph.js +32 -4
  68. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  69. package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -0
  70. package/FrameGraph/Node/nodeRenderGraphBlock.js +11 -0
  71. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  72. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.d.ts +18 -0
  73. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +24 -0
  74. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
  75. package/FrameGraph/Passes/cullPass.d.ts +1 -1
  76. package/FrameGraph/Passes/cullPass.js.map +1 -1
  77. package/FrameGraph/Tasks/Misc/executeTask.d.ts +22 -0
  78. package/FrameGraph/Tasks/Misc/executeTask.js +28 -0
  79. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -0
  80. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +72 -0
  81. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +183 -0
  82. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -0
  83. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +16 -5
  84. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +46 -0
  85. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  86. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +107 -0
  87. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +264 -0
  88. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -0
  89. package/FrameGraph/Tasks/Texture/clearTextureTask.js +7 -0
  90. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  91. package/FrameGraph/frameGraph.d.ts +9 -0
  92. package/FrameGraph/frameGraph.js +12 -3
  93. package/FrameGraph/frameGraph.js.map +1 -1
  94. package/FrameGraph/frameGraphTextureManager.js +4 -1
  95. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  96. package/FrameGraph/index.d.ts +5 -0
  97. package/FrameGraph/index.js +5 -0
  98. package/FrameGraph/index.js.map +1 -1
  99. package/Inputs/scene.inputManager.d.ts +1 -1
  100. package/Inputs/scene.inputManager.js +8 -1
  101. package/Inputs/scene.inputManager.js.map +1 -1
  102. package/Lights/Shadows/shadowGenerator.d.ts +1 -1
  103. package/Lights/Shadows/shadowGenerator.js +2 -7
  104. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  105. package/Lights/directionalLight.d.ts +5 -4
  106. package/Lights/directionalLight.js +7 -9
  107. package/Lights/directionalLight.js.map +1 -1
  108. package/Lights/shadowLight.d.ts +4 -4
  109. package/Lights/shadowLight.js +3 -2
  110. package/Lights/shadowLight.js.map +1 -1
  111. package/Lights/spotLight.d.ts +2 -2
  112. package/Lights/spotLight.js +3 -2
  113. package/Lights/spotLight.js.map +1 -1
  114. package/Loading/sceneLoader.d.ts +1 -1
  115. package/Loading/sceneLoader.js.map +1 -1
  116. package/Materials/GreasedLine/greasedLinePluginMaterial.js +1 -1
  117. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  118. package/Materials/PBR/pbrMetallicRoughnessMaterial.js +18 -6
  119. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  120. package/Materials/PBR/pbrSpecularGlossinessMaterial.js +18 -6
  121. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  122. package/Materials/Textures/renderTargetTexture.d.ts +2 -0
  123. package/Materials/Textures/renderTargetTexture.js +18 -8
  124. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  125. package/Materials/material.d.ts +1 -4
  126. package/Materials/material.js +29 -24
  127. package/Materials/material.js.map +1 -1
  128. package/Materials/materialPluginBase.d.ts +4 -0
  129. package/Materials/materialPluginBase.js +4 -0
  130. package/Materials/materialPluginBase.js.map +1 -1
  131. package/Maths/math.color.js.map +1 -1
  132. package/Maths/math.vector.js.map +1 -1
  133. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +5 -3
  134. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +14 -15
  135. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  136. package/Meshes/abstractMesh.js +7 -0
  137. package/Meshes/abstractMesh.js.map +1 -1
  138. package/Meshes/lattice.material.d.ts +3 -8
  139. package/Meshes/lattice.material.js.map +1 -1
  140. package/Misc/copyTextureToTexture.js +1 -1
  141. package/Misc/copyTextureToTexture.js.map +1 -1
  142. package/Misc/filesInput.d.ts +3 -1
  143. package/Misc/filesInput.js +8 -4
  144. package/Misc/filesInput.js.map +1 -1
  145. package/PostProcesses/postProcess.d.ts +2 -2
  146. package/PostProcesses/postProcess.js +4 -4
  147. package/PostProcesses/postProcess.js.map +1 -1
  148. package/PostProcesses/postProcessManager.js +1 -1
  149. package/PostProcesses/postProcessManager.js.map +1 -1
  150. package/Rendering/objectRenderer.js +8 -0
  151. package/Rendering/objectRenderer.js.map +1 -1
  152. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +1 -1
  153. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  154. package/Shaders/default.fragment.js +2 -1
  155. package/Shaders/default.fragment.js.map +1 -1
  156. package/Shaders/default.vertex.js +2 -1
  157. package/Shaders/default.vertex.js.map +1 -1
  158. package/Shaders/pbr.fragment.js +2 -1
  159. package/Shaders/pbr.fragment.js.map +1 -1
  160. package/Shaders/pbr.vertex.js +2 -1
  161. package/Shaders/pbr.vertex.js.map +1 -1
  162. package/XR/webXRCamera.js +3 -0
  163. package/XR/webXRCamera.js.map +1 -1
  164. package/package.json +1 -1
  165. package/scene.d.ts +7 -0
  166. package/scene.js +10 -1
  167. package/scene.js.map +1 -1
@@ -44,15 +44,10 @@ export declare class LatticePluginMaterial extends MaterialPluginBase {
44
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  name: string;
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  size: number;
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  type: string;
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+ arraySize?: number;
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  }[];
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- vertex?: undefined;
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- } | {
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- ubo: {
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- name: string;
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- size: number;
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- type: string;
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- }[];
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- vertex: string;
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+ vertex?: string;
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+ fragment?: string;
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  };
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  /**
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  * Binds the material data.
@@ -1 +1 @@
1
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{ RawTexture3D } from \"core/Materials/Textures/rawTexture3D\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { Lattice } from \"./lattice\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\n\r\n/**\r\n * Material plugin to add hardware accelerated lattice support\r\n * #HBZD72#5 - webgl2\r\n * #HBZD72#6 - webgpu\r\n */\r\nexport class LatticePluginMaterial extends MaterialPluginBase {\r\n private _lattice: Lattice;\r\n private _latticeDataTexture: Nullable<RawTexture3D>;\r\n private _latticeData: Float32Array;\r\n private _code: string;\r\n\r\n /**\r\n * Create a new LatticePluginMaterial\r\n * @param lattice defines the lattice this plugin is associated with\r\n * @param material defines the material this plugin is associated with\r\n */\r\n constructor(lattice: Lattice, material: Material) {\r\n super(material, \"Lattice\", 200);\r\n\r\n this._lattice = lattice;\r\n\r\n this.refreshData();\r\n\r\n // let's enable it by default\r\n this._enable(true);\r\n }\r\n\r\n /**\r\n * Get the class name of the plugin\r\n * @returns the string \"LatticePluginMaterial\"\r\n */\r\n public override getClassName() {\r\n return \"LatticePluginMaterial\";\r\n }\r\n\r\n /**\r\n * Defines if the plugin supports the specified shader language\r\n * @param shaderLanguage defines the shader language to check\r\n * @returns true if supported, false otherwise\r\n */\r\n public override isCompatible(shaderLanguage: ShaderLanguage) {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n case ShaderLanguage.WGSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Must be called when the lattice data was updated\r\n */\r\n public refreshData() {\r\n const length = this._lattice.resolutionX * this._lattice.resolutionY * this._lattice.resolutionZ * 4;\r\n if (!this._latticeData || this._latticeData.length !== length) {\r\n this._latticeData = new Float32Array(length);\r\n }\r\n\r\n for (let i = 0; i < this._lattice.resolutionX; i++) {\r\n for (let j = 0; j < this._lattice.resolutionY; j++) {\r\n for (let k = 0; k < this._lattice.resolutionZ; k++) {\r\n const control = this._lattice.data[i][j][k];\r\n const index = i + this._lattice.resolutionX * (j + this._lattice.resolutionY * k);\r\n control.toArray(this._latticeData, index * 4);\r\n }\r\n }\r\n }\r\n\r\n if (\r\n !this._latticeDataTexture ||\r\n this._latticeDataTexture.width !== this._lattice.resolutionX ||\r\n this._latticeDataTexture.height !== this._lattice.resolutionY ||\r\n this._latticeDataTexture.depth !== this._lattice.resolutionZ\r\n ) {\r\n if (this._latticeDataTexture) {\r\n this._latticeDataTexture.dispose();\r\n }\r\n\r\n this._latticeDataTexture = new RawTexture3D(\r\n this._latticeData,\r\n this._lattice.resolutionX,\r\n this._lattice.resolutionY,\r\n this._lattice.resolutionZ,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n this._material.getScene(),\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n } else {\r\n this._latticeDataTexture.update(this._latticeData);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)\r\n * @param shaderLanguage The shader language to use.\r\n * @returns the description of the uniforms\r\n */\r\n public override getUniforms(shaderLanguage: ShaderLanguage = ShaderLanguage.GLSL) {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n // For webgpu we only define the UBO with the correct type and size.\r\n return {\r\n ubo: [\r\n { name: \"lattice_cellSize\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_min\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_max\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_resolution\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_position\", size: 3, type: \"vec3\" },\r\n ],\r\n };\r\n }\r\n return {\r\n // first, define the UBO with the correct type and size.\r\n ubo: [\r\n { name: \"lattice_cellSize\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_min\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_max\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_resolution\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_position\", size: 3, type: \"vec3\" },\r\n ],\r\n // now, on the vertex shader, add the uniform itself in case uniform buffers are not supported by the engine\r\n vertex: `\r\n uniform vec3 lattice_cellSize;\r\n uniform vec3 lattice_min;\r\n uniform vec3 lattice_max;\r\n uniform vec3 lattice_resolution;\r\n uniform vec3 lattice_position;\r\n `,\r\n };\r\n }\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n */\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n this._lattice.updateInternals();\r\n\r\n uniformBuffer.updateVector3(\"lattice_cellSize\", this._lattice.cellSize);\r\n uniformBuffer.updateVector3(\"lattice_min\", this._lattice.min);\r\n uniformBuffer.updateVector3(\"lattice_max\", this._lattice.max);\r\n uniformBuffer.updateFloat3(\"lattice_resolution\", this._lattice.resolutionX, this._lattice.resolutionY, this._lattice.resolutionZ);\r\n uniformBuffer.updateVector3(\"lattice_position\", this._lattice.position);\r\n\r\n uniformBuffer.setTexture(\"latticeData\", this._latticeDataTexture);\r\n }\r\n\r\n /**\r\n * Gets the samplers used by the plugin.\r\n * @param samplers list that the sampler names should be added to.\r\n */\r\n public override getSamplers(samplers: string[]): void {\r\n samplers.push(\"latticeData\");\r\n }\r\n\r\n private _prepareCode(shaderLanguage = ShaderLanguage.GLSL) {\r\n if (this._code) {\r\n return this._code;\r\n }\r\n\r\n let code = `\r\n if (positionUpdated.x >= lattice_min.x && positionUpdated.x <= lattice_max.x &&\r\n positionUpdated.y >= lattice_min.y && positionUpdated.y <= lattice_max.y &&\r\n positionUpdated.z >= lattice_min.z && positionUpdated.z <= lattice_max.z) {\r\n\r\n // Map vertex position to lattice local coordinates\r\n vec3d localPos = vec3c((positionUpdated.x - lattice_min.x) / lattice_cellSize.x, (positionUpdated.y - lattice_min.y) / lattice_cellSize.y, (positionUpdated.z - lattice_min.z) / lattice_cellSize.z);\r\n\r\n // Get integer lattice indices\r\n intd i0 = intc(floor(localPos.x));\r\n intd j0 = intc(floor(localPos.y));\r\n intd k0 = intc(floor(localPos.z));\r\n\r\n intd resX = intc(lattice_resolution.x) - 1;\r\n intd resY = intc(lattice_resolution.y) - 1;\r\n intd resZ = intc(lattice_resolution.z) - 1;\r\n\r\n intd i1 = min(i0 + 1, resX);\r\n intd j1 = min(j0 + 1, resY);\r\n intd k1 = min(k0 + 1, resZ);\r\n\r\n // Compute interpolation weights\r\n floatd tx = localPos.x - floatc(i0);\r\n floatd ty = localPos.y - floatc(j0);\r\n floatd tz = localPos.z - floatc(k0);\r\n\r\n // Ensure indices are within bounds\r\n intd ii0 = clamp(i0, 0, resX);\r\n intd jj0 = clamp(j0, 0, resY);\r\n intd kk0 = clamp(k0, 0, resZ);\r\n intd ii1 = clamp(i1, 0, resX);\r\n intd jj1 = clamp(j1, 0, resY);\r\n intd kk1 = clamp(k1, 0, resZ);\r\n\r\n // Get lattice control points\r\n vec3d p000 = texelFetch(latticeData, ivec3c(ii0, jj0, kk0), 0).rgb;\r\n vec3d p100 = texelFetch(latticeData, ivec3c(ii1, jj0, kk0), 0).rgb;\r\n vec3d p010 = texelFetch(latticeData, ivec3c(ii0, jj1, kk0), 0).rgb;\r\n vec3d p110 = texelFetch(latticeData, ivec3c(ii1, jj1, kk0), 0).rgb;\r\n vec3d p001 = texelFetch(latticeData, ivec3c(ii0, jj0, kk1), 0).rgb;\r\n vec3d p101 = texelFetch(latticeData, ivec3c(ii1, jj0, kk1), 0).rgb;\r\n vec3d p011 = texelFetch(latticeData, ivec3c(ii0, jj1, kk1), 0).rgb;\r\n vec3d p111 = texelFetch(latticeData, ivec3c(ii1, jj1, kk1), 0).rgb;\r\n\r\n // Trilinear interpolation\r\n vec3d p00 = mix(p000, p100, tx);\r\n vec3d p01 = mix(p001, p101, tx);\r\n vec3d p10 = mix(p010, p110, tx);\r\n vec3d p11 = mix(p011, p111, tx);\r\n\r\n vec3d p0 = mix(p00, p10, ty);\r\n vec3d p1 = mix(p01, p11, ty);\r\n\r\n vec3d deformedPos = mix(p0, p1, tz);\r\n positionUpdated = deformedPos + lattice_position;\r\n };\r\n `;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n code =\r\n `\r\n let lattice_min = uniforms.lattice_min;\r\n let lattice_max = uniforms.lattice_max;\r\n let lattice_resolution = uniforms.lattice_resolution;\r\n let lattice_position = uniforms.lattice_position;\r\n let lattice_cellSize = uniforms.lattice_cellSize;\r\n ` + code;\r\n\r\n code = code.replace(/ivec3c/g, \"vec3i\");\r\n code = code.replace(/vec3d/g, \"var\");\r\n code = code.replace(/vec3c/g, \"vec3f\");\r\n code = code.replace(/intd/g, \"var\");\r\n code = code.replace(/intc/g, \"i32\");\r\n code = code.replace(/floatd/g, \"var\");\r\n code = code.replace(/floatc/g, \"f32\");\r\n code = code.replace(/texelFetch/g, \"textureLoad\");\r\n } else {\r\n code = code.replace(/ivec3c/g, \"ivec3\");\r\n code = code.replace(/vec3d/g, \"vec3\");\r\n code = code.replace(/vec3c/g, \"vec3\");\r\n code = code.replace(/intd/g, \"int\");\r\n code = code.replace(/intc/g, \"int\");\r\n code = code.replace(/floatd/g, \"float\");\r\n code = code.replace(/floatc/g, \"float\");\r\n }\r\n this._code = code;\r\n\r\n return this._code;\r\n }\r\n\r\n /**\r\n * Returns a list of custom shader code fragments to customize the shader.\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @param shaderLanguage The shader language to use.\r\n * @returns null if no code to be added, or a list of pointName =\\> code.\r\n */\r\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL) {\r\n if (shaderType === \"vertex\") {\r\n // we're adding this specific code at the end of the main() function\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `\r\n var latticeData: texture_3d<f32>;\r\n `,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this._prepareCode(shaderLanguage),\r\n };\r\n }\r\n\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `\r\n precision highp sampler3D;\r\n uniform sampler3D latticeData;\r\n `,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this._prepareCode(shaderLanguage),\r\n };\r\n }\r\n // for other shader types we're not doing anything, return null\r\n return null;\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n */\r\n public override dispose(): void {\r\n if (this._latticeDataTexture) {\r\n this._latticeDataTexture.dispose();\r\n this._latticeDataTexture = null;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ RawTexture3D } from \"core/Materials/Textures/rawTexture3D\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { Lattice } from \"./lattice\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\n\r\n/**\r\n * Material plugin to add hardware accelerated lattice support\r\n * #HBZD72#5 - webgl2\r\n * #HBZD72#6 - webgpu\r\n */\r\nexport class LatticePluginMaterial extends MaterialPluginBase {\r\n private _lattice: Lattice;\r\n private _latticeDataTexture: Nullable<RawTexture3D>;\r\n private _latticeData: Float32Array;\r\n private _code: string;\r\n\r\n /**\r\n * Create a new LatticePluginMaterial\r\n * @param lattice defines the lattice this plugin is associated with\r\n * @param material defines the material this plugin is associated with\r\n */\r\n constructor(lattice: Lattice, material: Material) {\r\n super(material, \"Lattice\", 200);\r\n\r\n this._lattice = lattice;\r\n\r\n this.refreshData();\r\n\r\n // let's enable it by default\r\n this._enable(true);\r\n }\r\n\r\n /**\r\n * Get the class name of the plugin\r\n * @returns the string \"LatticePluginMaterial\"\r\n */\r\n public override getClassName() {\r\n return \"LatticePluginMaterial\";\r\n }\r\n\r\n /**\r\n * Defines if the plugin supports the specified shader language\r\n * @param shaderLanguage defines the shader language to check\r\n * @returns true if supported, false otherwise\r\n */\r\n public override isCompatible(shaderLanguage: ShaderLanguage) {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n case ShaderLanguage.WGSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Must be called when the lattice data was updated\r\n */\r\n public refreshData() {\r\n const length = this._lattice.resolutionX * this._lattice.resolutionY * this._lattice.resolutionZ * 4;\r\n if (!this._latticeData || this._latticeData.length !== length) {\r\n this._latticeData = new Float32Array(length);\r\n }\r\n\r\n for (let i = 0; i < this._lattice.resolutionX; i++) {\r\n for (let j = 0; j < this._lattice.resolutionY; j++) {\r\n for (let k = 0; k < this._lattice.resolutionZ; k++) {\r\n const control = this._lattice.data[i][j][k];\r\n const index = i + this._lattice.resolutionX * (j + this._lattice.resolutionY * k);\r\n control.toArray(this._latticeData, index * 4);\r\n }\r\n }\r\n }\r\n\r\n if (\r\n !this._latticeDataTexture ||\r\n this._latticeDataTexture.width !== this._lattice.resolutionX ||\r\n this._latticeDataTexture.height !== this._lattice.resolutionY ||\r\n this._latticeDataTexture.depth !== this._lattice.resolutionZ\r\n ) {\r\n if (this._latticeDataTexture) {\r\n this._latticeDataTexture.dispose();\r\n }\r\n\r\n this._latticeDataTexture = new RawTexture3D(\r\n this._latticeData,\r\n this._lattice.resolutionX,\r\n this._lattice.resolutionY,\r\n this._lattice.resolutionZ,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n this._material.getScene(),\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n } else {\r\n this._latticeDataTexture.update(this._latticeData);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)\r\n * @param shaderLanguage The shader language to use.\r\n * @returns the description of the uniforms\r\n */\r\n public override getUniforms(shaderLanguage: ShaderLanguage = ShaderLanguage.GLSL): {\r\n ubo: { name: string; size: number; type: string; arraySize?: number }[];\r\n vertex?: string;\r\n fragment?: string;\r\n } {\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n // For webgpu we only define the UBO with the correct type and size.\r\n return {\r\n ubo: [\r\n { name: \"lattice_cellSize\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_min\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_max\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_resolution\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_position\", size: 3, type: \"vec3\" },\r\n ],\r\n };\r\n }\r\n return {\r\n // first, define the UBO with the correct type and size.\r\n ubo: [\r\n { name: \"lattice_cellSize\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_min\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_max\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_resolution\", size: 3, type: \"vec3\" },\r\n { name: \"lattice_position\", size: 3, type: \"vec3\" },\r\n ],\r\n // now, on the vertex shader, add the uniform itself in case uniform buffers are not supported by the engine\r\n vertex: `\r\n uniform vec3 lattice_cellSize;\r\n uniform vec3 lattice_min;\r\n uniform vec3 lattice_max;\r\n uniform vec3 lattice_resolution;\r\n uniform vec3 lattice_position;\r\n `,\r\n };\r\n }\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n */\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n this._lattice.updateInternals();\r\n\r\n uniformBuffer.updateVector3(\"lattice_cellSize\", this._lattice.cellSize);\r\n uniformBuffer.updateVector3(\"lattice_min\", this._lattice.min);\r\n uniformBuffer.updateVector3(\"lattice_max\", this._lattice.max);\r\n uniformBuffer.updateFloat3(\"lattice_resolution\", this._lattice.resolutionX, this._lattice.resolutionY, this._lattice.resolutionZ);\r\n uniformBuffer.updateVector3(\"lattice_position\", this._lattice.position);\r\n\r\n uniformBuffer.setTexture(\"latticeData\", this._latticeDataTexture);\r\n }\r\n\r\n /**\r\n * Gets the samplers used by the plugin.\r\n * @param samplers list that the sampler names should be added to.\r\n */\r\n public override getSamplers(samplers: string[]): void {\r\n samplers.push(\"latticeData\");\r\n }\r\n\r\n private _prepareCode(shaderLanguage = ShaderLanguage.GLSL) {\r\n if (this._code) {\r\n return this._code;\r\n }\r\n\r\n let code = `\r\n if (positionUpdated.x >= lattice_min.x && positionUpdated.x <= lattice_max.x &&\r\n positionUpdated.y >= lattice_min.y && positionUpdated.y <= lattice_max.y &&\r\n positionUpdated.z >= lattice_min.z && positionUpdated.z <= lattice_max.z) {\r\n\r\n // Map vertex position to lattice local coordinates\r\n vec3d localPos = vec3c((positionUpdated.x - lattice_min.x) / lattice_cellSize.x, (positionUpdated.y - lattice_min.y) / lattice_cellSize.y, (positionUpdated.z - lattice_min.z) / lattice_cellSize.z);\r\n\r\n // Get integer lattice indices\r\n intd i0 = intc(floor(localPos.x));\r\n intd j0 = intc(floor(localPos.y));\r\n intd k0 = intc(floor(localPos.z));\r\n\r\n intd resX = intc(lattice_resolution.x) - 1;\r\n intd resY = intc(lattice_resolution.y) - 1;\r\n intd resZ = intc(lattice_resolution.z) - 1;\r\n\r\n intd i1 = min(i0 + 1, resX);\r\n intd j1 = min(j0 + 1, resY);\r\n intd k1 = min(k0 + 1, resZ);\r\n\r\n // Compute interpolation weights\r\n floatd tx = localPos.x - floatc(i0);\r\n floatd ty = localPos.y - floatc(j0);\r\n floatd tz = localPos.z - floatc(k0);\r\n\r\n // Ensure indices are within bounds\r\n intd ii0 = clamp(i0, 0, resX);\r\n intd jj0 = clamp(j0, 0, resY);\r\n intd kk0 = clamp(k0, 0, resZ);\r\n intd ii1 = clamp(i1, 0, resX);\r\n intd jj1 = clamp(j1, 0, resY);\r\n intd kk1 = clamp(k1, 0, resZ);\r\n\r\n // Get lattice control points\r\n vec3d p000 = texelFetch(latticeData, ivec3c(ii0, jj0, kk0), 0).rgb;\r\n vec3d p100 = texelFetch(latticeData, ivec3c(ii1, jj0, kk0), 0).rgb;\r\n vec3d p010 = texelFetch(latticeData, ivec3c(ii0, jj1, kk0), 0).rgb;\r\n vec3d p110 = texelFetch(latticeData, ivec3c(ii1, jj1, kk0), 0).rgb;\r\n vec3d p001 = texelFetch(latticeData, ivec3c(ii0, jj0, kk1), 0).rgb;\r\n vec3d p101 = texelFetch(latticeData, ivec3c(ii1, jj0, kk1), 0).rgb;\r\n vec3d p011 = texelFetch(latticeData, ivec3c(ii0, jj1, kk1), 0).rgb;\r\n vec3d p111 = texelFetch(latticeData, ivec3c(ii1, jj1, kk1), 0).rgb;\r\n\r\n // Trilinear interpolation\r\n vec3d p00 = mix(p000, p100, tx);\r\n vec3d p01 = mix(p001, p101, tx);\r\n vec3d p10 = mix(p010, p110, tx);\r\n vec3d p11 = mix(p011, p111, tx);\r\n\r\n vec3d p0 = mix(p00, p10, ty);\r\n vec3d p1 = mix(p01, p11, ty);\r\n\r\n vec3d deformedPos = mix(p0, p1, tz);\r\n positionUpdated = deformedPos + lattice_position;\r\n };\r\n `;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n code =\r\n `\r\n let lattice_min = uniforms.lattice_min;\r\n let lattice_max = uniforms.lattice_max;\r\n let lattice_resolution = uniforms.lattice_resolution;\r\n let lattice_position = uniforms.lattice_position;\r\n let lattice_cellSize = uniforms.lattice_cellSize;\r\n ` + code;\r\n\r\n code = code.replace(/ivec3c/g, \"vec3i\");\r\n code = code.replace(/vec3d/g, \"var\");\r\n code = code.replace(/vec3c/g, \"vec3f\");\r\n code = code.replace(/intd/g, \"var\");\r\n code = code.replace(/intc/g, \"i32\");\r\n code = code.replace(/floatd/g, \"var\");\r\n code = code.replace(/floatc/g, \"f32\");\r\n code = code.replace(/texelFetch/g, \"textureLoad\");\r\n } else {\r\n code = code.replace(/ivec3c/g, \"ivec3\");\r\n code = code.replace(/vec3d/g, \"vec3\");\r\n code = code.replace(/vec3c/g, \"vec3\");\r\n code = code.replace(/intd/g, \"int\");\r\n code = code.replace(/intc/g, \"int\");\r\n code = code.replace(/floatd/g, \"float\");\r\n code = code.replace(/floatc/g, \"float\");\r\n }\r\n this._code = code;\r\n\r\n return this._code;\r\n }\r\n\r\n /**\r\n * Returns a list of custom shader code fragments to customize the shader.\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @param shaderLanguage The shader language to use.\r\n * @returns null if no code to be added, or a list of pointName =\\> code.\r\n */\r\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL) {\r\n if (shaderType === \"vertex\") {\r\n // we're adding this specific code at the end of the main() function\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `\r\n var latticeData: texture_3d<f32>;\r\n `,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this._prepareCode(shaderLanguage),\r\n };\r\n }\r\n\r\n return {\r\n CUSTOM_VERTEX_DEFINITIONS: `\r\n precision highp sampler3D;\r\n uniform sampler3D latticeData;\r\n `,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this._prepareCode(shaderLanguage),\r\n };\r\n }\r\n // for other shader types we're not doing anything, return null\r\n return null;\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n */\r\n public override dispose(): void {\r\n if (this._latticeDataTexture) {\r\n this._latticeDataTexture.dispose();\r\n this._latticeDataTexture = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -81,7 +81,7 @@ export class CopyTextureToTexture {
81
81
  * @returns true if "copy" can be called without delay, else false
82
82
  */
83
83
  isReady() {
84
- return this._shadersLoaded && this._effectWrapper.effect.isReady();
84
+ return this._shadersLoaded && this._effectWrapper?.effect?.isReady();
85
85
  }
86
86
  /**
87
87
  * Copy one texture into another
@@ -1 +1 @@
1
- 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type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { IRenderTargetTexture, RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Conversion modes available when copying a texture into another one\r\n */\r\nexport const enum ConversionMode {\r\n None = 0,\r\n ToLinearSpace = 1,\r\n ToGammaSpace = 2,\r\n}\r\n\r\n/**\r\n * Class used for fast copy from one texture to another\r\n */\r\nexport class CopyTextureToTexture {\r\n private _engine: AbstractEngine;\r\n private _isDepthTexture: boolean;\r\n private _renderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n private _source: InternalTexture | ThinTexture;\r\n private _conversion: number;\r\n\r\n /** Shader language used */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _textureIsInternal(texture: InternalTexture | ThinTexture): texture is InternalTexture {\r\n return (texture as ThinTexture).getInternalTexture === undefined;\r\n }\r\n\r\n /**\r\n * Constructs a new instance of the class\r\n * @param engine The engine to use for the copy\r\n * @param isDepthTexture True means that we should write (using gl_FragDepth) into the depth texture attached to the destination (default: false)\r\n */\r\n constructor(engine: AbstractEngine, isDepthTexture = false) {\r\n this._engine = engine;\r\n this._isDepthTexture = isDepthTexture;\r\n\r\n this._renderer = new EffectRenderer(engine);\r\n\r\n this._initShaderSourceAsync(isDepthTexture);\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(isDepthTexture: boolean) {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await import(\"../ShadersWGSL/copyTextureToTexture.fragment\");\r\n } else {\r\n await import(\"../Shaders/copyTextureToTexture.fragment\");\r\n }\r\n\r\n this._shadersLoaded = true;\r\n\r\n this._effectWrapper = new EffectWrapper({\r\n engine: engine,\r\n name: \"CopyTextureToTexture\",\r\n fragmentShader: \"copyTextureToTexture\",\r\n useShaderStore: true,\r\n uniformNames: [\"conversion\"],\r\n samplerNames: [\"textureSampler\"],\r\n defines: isDepthTexture ? 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If null, copy the source to the currently bound framebuffer\r\n * @param conversion The conversion mode that should be applied when copying\r\n * @returns\r\n */\r\n public copy(source: InternalTexture | ThinTexture, destination: Nullable<RenderTargetWrapper | IRenderTargetTexture> = null, conversion = ConversionMode.None): boolean {\r\n if (!this.isReady()) {\r\n return false;\r\n }\r\n\r\n this._source = source;\r\n this._conversion = conversion;\r\n\r\n const engineDepthFunc = this._engine.getDepthFunction();\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n this._renderer.render(this._effectWrapper, destination);\r\n\r\n this._engine.setDepthWrite(engineDepthMask);\r\n\r\n if (this._isDepthTexture && engineDepthFunc) {\r\n this._engine.setDepthFunction(engineDepthFunc);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Releases all the resources used by the class\r\n */\r\n public dispose(): void {\r\n this._effectWrapper?.dispose();\r\n this._renderer.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { IRenderTargetTexture, RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Conversion modes available when copying a texture into another one\r\n */\r\nexport const enum ConversionMode {\r\n None = 0,\r\n ToLinearSpace = 1,\r\n ToGammaSpace = 2,\r\n}\r\n\r\n/**\r\n * Class used for fast copy from one texture to another\r\n */\r\nexport class CopyTextureToTexture {\r\n private _engine: AbstractEngine;\r\n private _isDepthTexture: boolean;\r\n private _renderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n private _source: InternalTexture | ThinTexture;\r\n private _conversion: number;\r\n\r\n /** Shader language used */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _textureIsInternal(texture: InternalTexture | ThinTexture): texture is InternalTexture {\r\n return (texture as ThinTexture).getInternalTexture === undefined;\r\n }\r\n\r\n /**\r\n * Constructs a new instance of the class\r\n * @param engine The engine to use for the copy\r\n * @param isDepthTexture True means that we should write (using gl_FragDepth) into the depth texture attached to the destination (default: false)\r\n */\r\n constructor(engine: AbstractEngine, isDepthTexture = false) {\r\n this._engine = engine;\r\n this._isDepthTexture = isDepthTexture;\r\n\r\n this._renderer = new EffectRenderer(engine);\r\n\r\n this._initShaderSourceAsync(isDepthTexture);\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(isDepthTexture: boolean) {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await import(\"../ShadersWGSL/copyTextureToTexture.fragment\");\r\n } else {\r\n await import(\"../Shaders/copyTextureToTexture.fragment\");\r\n }\r\n\r\n this._shadersLoaded = true;\r\n\r\n this._effectWrapper = new EffectWrapper({\r\n engine: engine,\r\n name: \"CopyTextureToTexture\",\r\n fragmentShader: \"copyTextureToTexture\",\r\n useShaderStore: true,\r\n uniformNames: [\"conversion\"],\r\n samplerNames: [\"textureSampler\"],\r\n defines: isDepthTexture ? [\"#define DEPTH_TEXTURE\"] : [],\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n this._effectWrapper.onApplyObservable.add(() => {\r\n if (isDepthTexture) {\r\n engine.setState(false);\r\n engine.setDepthBuffer(true);\r\n engine.depthCullingState.depthMask = true;\r\n engine.depthCullingState.depthFunc = Constants.ALWAYS;\r\n } else {\r\n engine.depthCullingState.depthMask = false;\r\n // other states are already set by EffectRenderer.applyEffectWrapper\r\n }\r\n\r\n if (this._textureIsInternal(this._source)) {\r\n this._effectWrapper.effect._bindTexture(\"textureSampler\", this._source);\r\n } else {\r\n this._effectWrapper.effect.setTexture(\"textureSampler\", this._source);\r\n }\r\n this._effectWrapper.effect.setFloat(\"conversion\", this._conversion);\r\n });\r\n }\r\n\r\n /**\r\n * Indicates if the effect is ready to be used for the copy\r\n * @returns true if \"copy\" can be called without delay, else false\r\n */\r\n public isReady(): boolean {\r\n return this._shadersLoaded && this._effectWrapper?.effect?.isReady();\r\n }\r\n\r\n /**\r\n * Copy one texture into another\r\n * @param source The source texture\r\n * @param destination The destination texture. If null, copy the source to the currently bound framebuffer\r\n * @param conversion The conversion mode that should be applied when copying\r\n * @returns\r\n */\r\n public copy(source: InternalTexture | ThinTexture, destination: Nullable<RenderTargetWrapper | IRenderTargetTexture> = null, conversion = ConversionMode.None): boolean {\r\n if (!this.isReady()) {\r\n return false;\r\n }\r\n\r\n this._source = source;\r\n this._conversion = conversion;\r\n\r\n const engineDepthFunc = this._engine.getDepthFunction();\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n this._renderer.render(this._effectWrapper, destination);\r\n\r\n this._engine.setDepthWrite(engineDepthMask);\r\n\r\n if (this._isDepthTexture && engineDepthFunc) {\r\n this._engine.setDepthFunction(engineDepthFunc);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Releases all the resources used by the class\r\n */\r\n public dispose(): void {\r\n this._effectWrapper?.dispose();\r\n this._renderer.dispose();\r\n }\r\n}\r\n"]}
@@ -7,6 +7,7 @@ import type { Nullable } from "../types";
7
7
  */
8
8
  export declare class FilesInput {
9
9
  readonly useAppend: boolean;
10
+ readonly dontInjectRenderLoop: boolean;
10
11
  /**
11
12
  * List of files ready to be loaded
12
13
  */
@@ -53,8 +54,9 @@ export declare class FilesInput {
53
54
  * @param onReloadCallback callback called when a reload is requested
54
55
  * @param errorCallback callback call if an error occurs
55
56
  * @param useAppend defines if the file loaded must be appended (true) or have the scene replaced (false, default behavior)
57
+ * @param dontInjectRenderLoop defines if the render loop mustn't be injected into engine (default is false). Used only if useAppend is false.
56
58
  */
57
- constructor(engine: AbstractEngine, scene: Nullable<Scene>, sceneLoadedCallback: Nullable<(sceneFile: File, scene: Scene) => void>, progressCallback: Nullable<(progress: ISceneLoaderProgressEvent) => void>, additionalRenderLoopLogicCallback: Nullable<() => void>, textureLoadingCallback: Nullable<(remaining: number) => void>, startingProcessingFilesCallback: Nullable<(files?: File[]) => void>, onReloadCallback: Nullable<(sceneFile: File) => void>, errorCallback: Nullable<(sceneFile: File, scene: Nullable<Scene>, message: string) => void>, useAppend?: boolean);
59
+ constructor(engine: AbstractEngine, scene: Nullable<Scene>, sceneLoadedCallback: Nullable<(sceneFile: File, scene: Scene) => void>, progressCallback: Nullable<(progress: ISceneLoaderProgressEvent) => void>, additionalRenderLoopLogicCallback: Nullable<() => void>, textureLoadingCallback: Nullable<(remaining: number) => void>, startingProcessingFilesCallback: Nullable<(files?: File[]) => void>, onReloadCallback: Nullable<(sceneFile: File) => void>, errorCallback: Nullable<(sceneFile: File, scene: Nullable<Scene>, message: string) => void>, useAppend?: boolean, dontInjectRenderLoop?: boolean);
58
60
  private _dragEnterHandler;
59
61
  private _dragOverHandler;
60
62
  private _dropHandler;
@@ -23,9 +23,11 @@ export class FilesInput {
23
23
  * @param onReloadCallback callback called when a reload is requested
24
24
  * @param errorCallback callback call if an error occurs
25
25
  * @param useAppend defines if the file loaded must be appended (true) or have the scene replaced (false, default behavior)
26
+ * @param dontInjectRenderLoop defines if the render loop mustn't be injected into engine (default is false). Used only if useAppend is false.
26
27
  */
27
- constructor(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback, useAppend = false) {
28
+ constructor(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback, useAppend = false, dontInjectRenderLoop = false) {
28
29
  this.useAppend = useAppend;
30
+ this.dontInjectRenderLoop = dontInjectRenderLoop;
29
31
  /**
30
32
  * Callback called when a file is processed
31
33
  * @returns false to abort the process
@@ -255,9 +257,11 @@ export class FilesInput {
255
257
  if (this.displayLoadingUI) {
256
258
  this._engine.hideLoadingUI();
257
259
  }
258
- this._engine.runRenderLoop(() => {
259
- this._renderFunction();
260
- });
260
+ if (!this.dontInjectRenderLoop) {
261
+ this._engine.runRenderLoop(() => {
262
+ this._renderFunction();
263
+ });
264
+ }
261
265
  });
262
266
  }
263
267
  else {
@@ -1 +1 @@
1
- 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type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { ISceneLoaderProgressEvent } from \"../Loading/sceneLoader\";\r\nimport { SceneLoader } from \"../Loading/sceneLoader\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { FilesInputStore } from \"./filesInputStore\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * Class used to help managing file picking and drag-n-drop\r\n */\r\nexport class FilesInput {\r\n /**\r\n * List of files ready to be loaded\r\n */\r\n public static get FilesToLoad() {\r\n return FilesInputStore.FilesToLoad;\r\n }\r\n\r\n /**\r\n * Callback called when a file is processed\r\n * @returns false to abort the process\r\n */\r\n public onProcessFileCallback: (file: File, name: string, extension: string, setSceneFileToLoad: (sceneFile: File) => void) => boolean = () => {\r\n return true;\r\n };\r\n\r\n /**\r\n * If a loading UI should be displayed while loading a file\r\n */\r\n public displayLoadingUI: boolean = true;\r\n\r\n /**\r\n * Function used when loading the scene file\r\n * @param sceneFile defines the file to load\r\n * @param onProgress onProgress callback called while loading the file\r\n * @returns a promise completing when the load is complete\r\n */\r\n public loadAsync: (sceneFile: File, onProgress: Nullable<(event: ISceneLoaderProgressEvent) => void>) => Promise<Scene> = (sceneFile, onProgress) =>\r\n this.useAppend ? SceneLoader.AppendAsync(\"file:\", sceneFile, this._currentScene, onProgress) : SceneLoader.LoadAsync(\"file:\", sceneFile, this._engine, onProgress);\r\n\r\n private _engine: AbstractEngine;\r\n private _currentScene: Nullable<Scene>;\r\n private _sceneLoadedCallback: Nullable<(sceneFile: File, scene: Scene) => void>;\r\n private _progressCallback: Nullable<(progress: ISceneLoaderProgressEvent) => void>;\r\n private _additionalRenderLoopLogicCallback: Nullable<() => void>;\r\n private _textureLoadingCallback: Nullable<(remaining: number) => void>;\r\n private _startingProcessingFilesCallback: Nullable<(files?: File[]) => void>;\r\n private _onReloadCallback: Nullable<(sceneFile: File) => void>;\r\n private _errorCallback: Nullable<(sceneFile: File, scene: Nullable<Scene>, message: string) => void>;\r\n private _elementToMonitor: HTMLElement;\r\n\r\n private _sceneFileToLoad: File;\r\n private _filesToLoad: File[];\r\n\r\n /**\r\n * Creates a new FilesInput\r\n * @param engine defines the rendering engine\r\n * @param scene defines the hosting scene\r\n * @param sceneLoadedCallback callback called when scene (files provided) is loaded\r\n * @param progressCallback callback called to track progress\r\n * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop\r\n * @param textureLoadingCallback callback called when a texture is loading\r\n * @param startingProcessingFilesCallback callback called when the system is about to process all files\r\n * @param onReloadCallback callback called when a reload is requested\r\n * @param errorCallback callback call if an error occurs\r\n * @param useAppend defines if the file loaded must be appended (true) or have the scene replaced (false, default behavior)\r\n */\r\n constructor(\r\n engine: AbstractEngine,\r\n scene: Nullable<Scene>,\r\n sceneLoadedCallback: Nullable<(sceneFile: File, scene: Scene) => void>,\r\n progressCallback: Nullable<(progress: ISceneLoaderProgressEvent) => void>,\r\n additionalRenderLoopLogicCallback: Nullable<() => void>,\r\n textureLoadingCallback: Nullable<(remaining: number) => void>,\r\n startingProcessingFilesCallback: Nullable<(files?: File[]) => void>,\r\n onReloadCallback: Nullable<(sceneFile: File) => void>,\r\n errorCallback: Nullable<(sceneFile: File, scene: Nullable<Scene>, message: string) => void>,\r\n public readonly useAppend = false\r\n ) {\r\n this._engine = engine;\r\n this._currentScene = scene;\r\n\r\n this._sceneLoadedCallback = sceneLoadedCallback;\r\n this._progressCallback = progressCallback;\r\n this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;\r\n this._textureLoadingCallback = textureLoadingCallback;\r\n this._startingProcessingFilesCallback = startingProcessingFilesCallback;\r\n this._onReloadCallback = onReloadCallback;\r\n this._errorCallback = errorCallback;\r\n }\r\n\r\n private _dragEnterHandler: (e: any) => void;\r\n private _dragOverHandler: (e: any) => void;\r\n private _dropHandler: (e: any) => void;\r\n\r\n /**\r\n * Calls this function to listen to drag'n'drop events on a specific DOM element\r\n * @param elementToMonitor defines the DOM element to track\r\n */\r\n public monitorElementForDragNDrop(elementToMonitor: HTMLElement): void {\r\n if (elementToMonitor) {\r\n this._elementToMonitor = elementToMonitor;\r\n\r\n this._dragEnterHandler = (e) => {\r\n this._drag(e);\r\n };\r\n this._dragOverHandler = (e) => {\r\n this._drag(e);\r\n };\r\n this._dropHandler = (e) => {\r\n this._drop(e);\r\n };\r\n\r\n this._elementToMonitor.addEventListener(\"dragenter\", this._dragEnterHandler, false);\r\n this._elementToMonitor.addEventListener(\"dragover\", this._dragOverHandler, false);\r\n this._elementToMonitor.addEventListener(\"drop\", this._dropHandler, false);\r\n }\r\n }\r\n\r\n /** Gets the current list of files to load */\r\n public get filesToLoad() {\r\n return this._filesToLoad;\r\n }\r\n\r\n /**\r\n * Release all associated resources\r\n */\r\n public dispose() {\r\n if (!this._elementToMonitor) {\r\n return;\r\n }\r\n\r\n this._elementToMonitor.removeEventListener(\"dragenter\", this._dragEnterHandler);\r\n this._elementToMonitor.removeEventListener(\"dragover\", this._dragOverHandler);\r\n this._elementToMonitor.removeEventListener(\"drop\", this._dropHandler);\r\n }\r\n\r\n private _renderFunction(): void {\r\n if (this._additionalRenderLoopLogicCallback) {\r\n this._additionalRenderLoopLogicCallback();\r\n }\r\n\r\n if (this._currentScene) {\r\n if (this._textureLoadingCallback) {\r\n const remaining = this._currentScene.getWaitingItemsCount();\r\n\r\n if (remaining > 0) {\r\n this._textureLoadingCallback(remaining);\r\n }\r\n }\r\n this._currentScene.render();\r\n }\r\n }\r\n\r\n private _drag(e: DragEvent): void {\r\n e.stopPropagation();\r\n e.preventDefault();\r\n }\r\n\r\n private _drop(eventDrop: DragEvent): void {\r\n eventDrop.stopPropagation();\r\n eventDrop.preventDefault();\r\n\r\n this.loadFiles(eventDrop);\r\n }\r\n\r\n private _traverseFolder(folder: any, files: Array<any>, remaining: { count: number }, callback: () => void) {\r\n const reader = folder.createReader();\r\n const relativePath = folder.fullPath.replace(/^\\//, \"\").replace(/(.+?)\\/?$/, \"$1/\");\r\n reader.readEntries((entries: any) => {\r\n remaining.count += entries.length;\r\n for (const entry of entries) {\r\n if (entry.isFile) {\r\n entry.file((file: any) => {\r\n file.correctName = relativePath + file.name;\r\n files.push(file);\r\n\r\n if (--remaining.count === 0) {\r\n callback();\r\n }\r\n });\r\n } else if (entry.isDirectory) {\r\n this._traverseFolder(entry, files, remaining, callback);\r\n }\r\n }\r\n\r\n if (--remaining.count === 0) {\r\n callback();\r\n }\r\n });\r\n }\r\n\r\n private _processFiles(files: Array<any>): void {\r\n for (let i = 0; i < files.length; i++) {\r\n const name = files[i].correctName.toLowerCase();\r\n const extension = name.split(\".\").pop();\r\n\r\n if (!this.onProcessFileCallback(files[i], name, extension, (sceneFile) => (this._sceneFileToLoad = sceneFile))) {\r\n continue;\r\n }\r\n\r\n if (SceneLoader.IsPluginForExtensionAvailable(\".\" + extension)) {\r\n this._sceneFileToLoad = files[i];\r\n }\r\n\r\n FilesInput.FilesToLoad[name] = files[i];\r\n }\r\n }\r\n\r\n /**\r\n * Load files from a drop event\r\n * @param event defines the drop event to use as source\r\n */\r\n public loadFiles(event: any): void {\r\n // Handling data transfer via drag'n'drop\r\n if (event && event.dataTransfer && event.dataTransfer.files) {\r\n this._filesToLoad = event.dataTransfer.files;\r\n }\r\n\r\n // Handling files from input files\r\n if (event && event.target && event.target.files) {\r\n this._filesToLoad = event.target.files;\r\n }\r\n\r\n if (!this._filesToLoad || this._filesToLoad.length === 0) {\r\n return;\r\n }\r\n\r\n if (this._startingProcessingFilesCallback) {\r\n this._startingProcessingFilesCallback(this._filesToLoad);\r\n }\r\n\r\n if (this._filesToLoad && this._filesToLoad.length > 0) {\r\n const files: File[] = [];\r\n const folders = [];\r\n const items = event.dataTransfer ? event.dataTransfer.items : null;\r\n\r\n for (let i = 0; i < this._filesToLoad.length; i++) {\r\n const fileToLoad: any = this._filesToLoad[i];\r\n const name = fileToLoad.name.toLowerCase();\r\n let entry;\r\n\r\n fileToLoad.correctName = name;\r\n\r\n if (items) {\r\n const item = items[i];\r\n if (item.getAsEntry) {\r\n entry = item.getAsEntry();\r\n } else if (item.webkitGetAsEntry) {\r\n entry = item.webkitGetAsEntry();\r\n }\r\n }\r\n\r\n if (!entry) {\r\n files.push(fileToLoad);\r\n } else {\r\n if (entry.isDirectory) {\r\n folders.push(entry);\r\n } else {\r\n files.push(fileToLoad);\r\n }\r\n }\r\n }\r\n\r\n if (folders.length === 0) {\r\n this._processFiles(files);\r\n this._processReload();\r\n } else {\r\n const remaining = { count: folders.length };\r\n for (const folder of folders) {\r\n this._traverseFolder(folder, files, remaining, () => {\r\n this._processFiles(files);\r\n\r\n if (remaining.count === 0) {\r\n this._processReload();\r\n }\r\n });\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _processReload() {\r\n if (this._onReloadCallback) {\r\n this._onReloadCallback(this._sceneFileToLoad);\r\n } else {\r\n this.reload();\r\n }\r\n }\r\n\r\n /**\r\n * Reload the current scene from the loaded files\r\n */\r\n public reload() {\r\n // If a scene file has been provided\r\n if (this._sceneFileToLoad) {\r\n if (!this.useAppend) {\r\n if (this._currentScene) {\r\n if (Logger.errorsCount > 0) {\r\n Logger.ClearLogCache();\r\n }\r\n this._engine.stopRenderLoop();\r\n }\r\n }\r\n\r\n SceneLoader.ShowLoadingScreen = false;\r\n if (this.displayLoadingUI) {\r\n this._engine.displayLoadingUI();\r\n }\r\n\r\n this.loadAsync(this._sceneFileToLoad, this._progressCallback)\r\n .then((scene) => {\r\n // if appending do nothing\r\n if (!this.useAppend) {\r\n if (this._currentScene) {\r\n this._currentScene.dispose();\r\n }\r\n\r\n this._currentScene = scene;\r\n\r\n // Wait for textures and shaders to be ready\r\n this._currentScene.executeWhenReady(() => {\r\n if (this.displayLoadingUI) {\r\n this._engine.hideLoadingUI();\r\n }\r\n this._engine.runRenderLoop(() => {\r\n this._renderFunction();\r\n });\r\n });\r\n } else {\r\n if (this.displayLoadingUI) {\r\n this._engine.hideLoadingUI();\r\n }\r\n }\r\n if (this._sceneLoadedCallback && this._currentScene) {\r\n this._sceneLoadedCallback(this._sceneFileToLoad, this._currentScene);\r\n }\r\n })\r\n .catch((error) => {\r\n if (this.displayLoadingUI) {\r\n this._engine.hideLoadingUI();\r\n }\r\n if (this._errorCallback) {\r\n this._errorCallback(this._sceneFileToLoad, this._currentScene, error.message);\r\n }\r\n });\r\n } else {\r\n if (this._filesToLoad.length === 1) {\r\n const name = this._filesToLoad[0].name.toLowerCase();\r\n const extension = name.split(\".\").pop();\r\n if (extension) {\r\n switch (extension.toLowerCase()) {\r\n case \"dds\":\r\n case \"env\":\r\n case \"hdr\": {\r\n return; // Ignore error in that case\r\n }\r\n }\r\n }\r\n }\r\n Logger.Error(\"Please provide a valid .babylon file.\");\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { ISceneLoaderProgressEvent } from \"../Loading/sceneLoader\";\r\nimport { SceneLoader } from \"../Loading/sceneLoader\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { FilesInputStore } from \"./filesInputStore\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * Class used to help managing file picking and drag-n-drop\r\n */\r\nexport class FilesInput {\r\n /**\r\n * List of files ready to be loaded\r\n */\r\n public static get FilesToLoad() {\r\n return FilesInputStore.FilesToLoad;\r\n }\r\n\r\n /**\r\n * Callback called when a file is processed\r\n * @returns false to abort the process\r\n */\r\n public onProcessFileCallback: (file: File, name: string, extension: string, setSceneFileToLoad: (sceneFile: File) => void) => boolean = () => {\r\n return true;\r\n };\r\n\r\n /**\r\n * If a loading UI should be displayed while loading a file\r\n */\r\n public displayLoadingUI: boolean = true;\r\n\r\n /**\r\n * Function used when loading the scene file\r\n * @param sceneFile defines the file to load\r\n * @param onProgress onProgress callback called while loading the file\r\n * @returns a promise completing when the load is complete\r\n */\r\n public loadAsync: (sceneFile: File, onProgress: Nullable<(event: ISceneLoaderProgressEvent) => void>) => Promise<Scene> = (sceneFile, onProgress) =>\r\n this.useAppend ? SceneLoader.AppendAsync(\"file:\", sceneFile, this._currentScene, onProgress) : SceneLoader.LoadAsync(\"file:\", sceneFile, this._engine, onProgress);\r\n\r\n private _engine: AbstractEngine;\r\n private _currentScene: Nullable<Scene>;\r\n private _sceneLoadedCallback: Nullable<(sceneFile: File, scene: Scene) => void>;\r\n private _progressCallback: Nullable<(progress: ISceneLoaderProgressEvent) => void>;\r\n private _additionalRenderLoopLogicCallback: Nullable<() => void>;\r\n private _textureLoadingCallback: Nullable<(remaining: number) => void>;\r\n private _startingProcessingFilesCallback: Nullable<(files?: File[]) => void>;\r\n private _onReloadCallback: Nullable<(sceneFile: File) => void>;\r\n private _errorCallback: Nullable<(sceneFile: File, scene: Nullable<Scene>, message: string) => void>;\r\n private _elementToMonitor: HTMLElement;\r\n\r\n private _sceneFileToLoad: File;\r\n private _filesToLoad: File[];\r\n\r\n /**\r\n * Creates a new FilesInput\r\n * @param engine defines the rendering engine\r\n * @param scene defines the hosting scene\r\n * @param sceneLoadedCallback callback called when scene (files provided) is loaded\r\n * @param progressCallback callback called to track progress\r\n * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop\r\n * @param textureLoadingCallback callback called when a texture is loading\r\n * @param startingProcessingFilesCallback callback called when the system is about to process all files\r\n * @param onReloadCallback callback called when a reload is requested\r\n * @param errorCallback callback call if an error occurs\r\n * @param useAppend defines if the file loaded must be appended (true) or have the scene replaced (false, default behavior)\r\n * @param dontInjectRenderLoop defines if the render loop mustn't be injected into engine (default is false). Used only if useAppend is false.\r\n */\r\n constructor(\r\n engine: AbstractEngine,\r\n scene: Nullable<Scene>,\r\n sceneLoadedCallback: Nullable<(sceneFile: File, scene: Scene) => void>,\r\n progressCallback: Nullable<(progress: ISceneLoaderProgressEvent) => void>,\r\n additionalRenderLoopLogicCallback: Nullable<() => void>,\r\n textureLoadingCallback: Nullable<(remaining: number) => void>,\r\n startingProcessingFilesCallback: Nullable<(files?: File[]) => void>,\r\n onReloadCallback: Nullable<(sceneFile: File) => void>,\r\n errorCallback: Nullable<(sceneFile: File, scene: Nullable<Scene>, message: string) => void>,\r\n public readonly useAppend = false,\r\n public readonly dontInjectRenderLoop = false\r\n ) {\r\n this._engine = engine;\r\n this._currentScene = scene;\r\n\r\n this._sceneLoadedCallback = sceneLoadedCallback;\r\n this._progressCallback = progressCallback;\r\n this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;\r\n this._textureLoadingCallback = textureLoadingCallback;\r\n this._startingProcessingFilesCallback = startingProcessingFilesCallback;\r\n this._onReloadCallback = onReloadCallback;\r\n this._errorCallback = errorCallback;\r\n }\r\n\r\n private _dragEnterHandler: (e: any) => void;\r\n private _dragOverHandler: (e: any) => void;\r\n private _dropHandler: (e: any) => void;\r\n\r\n /**\r\n * Calls this function to listen to drag'n'drop events on a specific DOM element\r\n * @param elementToMonitor defines the DOM element to track\r\n */\r\n public monitorElementForDragNDrop(elementToMonitor: HTMLElement): void {\r\n if (elementToMonitor) {\r\n this._elementToMonitor = elementToMonitor;\r\n\r\n this._dragEnterHandler = (e) => {\r\n this._drag(e);\r\n };\r\n this._dragOverHandler = (e) => {\r\n this._drag(e);\r\n };\r\n this._dropHandler = (e) => {\r\n this._drop(e);\r\n };\r\n\r\n this._elementToMonitor.addEventListener(\"dragenter\", this._dragEnterHandler, false);\r\n this._elementToMonitor.addEventListener(\"dragover\", this._dragOverHandler, false);\r\n this._elementToMonitor.addEventListener(\"drop\", this._dropHandler, false);\r\n }\r\n }\r\n\r\n /** Gets the current list of files to load */\r\n public get filesToLoad() {\r\n return this._filesToLoad;\r\n }\r\n\r\n /**\r\n * Release all associated resources\r\n */\r\n public dispose() {\r\n if (!this._elementToMonitor) {\r\n return;\r\n }\r\n\r\n this._elementToMonitor.removeEventListener(\"dragenter\", this._dragEnterHandler);\r\n this._elementToMonitor.removeEventListener(\"dragover\", this._dragOverHandler);\r\n this._elementToMonitor.removeEventListener(\"drop\", this._dropHandler);\r\n }\r\n\r\n private _renderFunction(): void {\r\n if (this._additionalRenderLoopLogicCallback) {\r\n this._additionalRenderLoopLogicCallback();\r\n }\r\n\r\n if (this._currentScene) {\r\n if (this._textureLoadingCallback) {\r\n const remaining = this._currentScene.getWaitingItemsCount();\r\n\r\n if (remaining > 0) {\r\n this._textureLoadingCallback(remaining);\r\n }\r\n }\r\n this._currentScene.render();\r\n }\r\n }\r\n\r\n private _drag(e: DragEvent): void {\r\n e.stopPropagation();\r\n e.preventDefault();\r\n }\r\n\r\n private _drop(eventDrop: DragEvent): void {\r\n eventDrop.stopPropagation();\r\n eventDrop.preventDefault();\r\n\r\n this.loadFiles(eventDrop);\r\n }\r\n\r\n private _traverseFolder(folder: any, files: Array<any>, remaining: { count: number }, callback: () => void) {\r\n const reader = folder.createReader();\r\n const relativePath = folder.fullPath.replace(/^\\//, \"\").replace(/(.+?)\\/?$/, \"$1/\");\r\n reader.readEntries((entries: any) => {\r\n remaining.count += entries.length;\r\n for (const entry of entries) {\r\n if (entry.isFile) {\r\n entry.file((file: any) => {\r\n file.correctName = relativePath + file.name;\r\n files.push(file);\r\n\r\n if (--remaining.count === 0) {\r\n callback();\r\n }\r\n });\r\n } else if (entry.isDirectory) {\r\n this._traverseFolder(entry, files, remaining, callback);\r\n }\r\n }\r\n\r\n if (--remaining.count === 0) {\r\n callback();\r\n }\r\n });\r\n }\r\n\r\n private _processFiles(files: Array<any>): void {\r\n for (let i = 0; i < files.length; i++) {\r\n const name = files[i].correctName.toLowerCase();\r\n const extension = name.split(\".\").pop();\r\n\r\n if (!this.onProcessFileCallback(files[i], name, extension, (sceneFile) => (this._sceneFileToLoad = sceneFile))) {\r\n continue;\r\n }\r\n\r\n if (SceneLoader.IsPluginForExtensionAvailable(\".\" + extension)) {\r\n this._sceneFileToLoad = files[i];\r\n }\r\n\r\n FilesInput.FilesToLoad[name] = files[i];\r\n }\r\n }\r\n\r\n /**\r\n * Load files from a drop event\r\n * @param event defines the drop event to use as source\r\n */\r\n public loadFiles(event: any): void {\r\n // Handling data transfer via drag'n'drop\r\n if (event && event.dataTransfer && event.dataTransfer.files) {\r\n this._filesToLoad = event.dataTransfer.files;\r\n }\r\n\r\n // Handling files from input files\r\n if (event && event.target && event.target.files) {\r\n this._filesToLoad = event.target.files;\r\n }\r\n\r\n if (!this._filesToLoad || this._filesToLoad.length === 0) {\r\n return;\r\n }\r\n\r\n if (this._startingProcessingFilesCallback) {\r\n this._startingProcessingFilesCallback(this._filesToLoad);\r\n }\r\n\r\n if (this._filesToLoad && this._filesToLoad.length > 0) {\r\n const files: File[] = [];\r\n const folders = [];\r\n const items = event.dataTransfer ? event.dataTransfer.items : null;\r\n\r\n for (let i = 0; i < this._filesToLoad.length; i++) {\r\n const fileToLoad: any = this._filesToLoad[i];\r\n const name = fileToLoad.name.toLowerCase();\r\n let entry;\r\n\r\n fileToLoad.correctName = name;\r\n\r\n if (items) {\r\n const item = items[i];\r\n if (item.getAsEntry) {\r\n entry = item.getAsEntry();\r\n } else if (item.webkitGetAsEntry) {\r\n entry = item.webkitGetAsEntry();\r\n }\r\n }\r\n\r\n if (!entry) {\r\n files.push(fileToLoad);\r\n } else {\r\n if (entry.isDirectory) {\r\n folders.push(entry);\r\n } else {\r\n files.push(fileToLoad);\r\n }\r\n }\r\n }\r\n\r\n if (folders.length === 0) {\r\n this._processFiles(files);\r\n this._processReload();\r\n } else {\r\n const remaining = { count: folders.length };\r\n for (const folder of folders) {\r\n this._traverseFolder(folder, files, remaining, () => {\r\n this._processFiles(files);\r\n\r\n if (remaining.count === 0) {\r\n this._processReload();\r\n }\r\n });\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _processReload() {\r\n if (this._onReloadCallback) {\r\n this._onReloadCallback(this._sceneFileToLoad);\r\n } else {\r\n this.reload();\r\n }\r\n }\r\n\r\n /**\r\n * Reload the current scene from the loaded files\r\n */\r\n public reload() {\r\n // If a scene file has been provided\r\n if (this._sceneFileToLoad) {\r\n if (!this.useAppend) {\r\n if (this._currentScene) {\r\n if (Logger.errorsCount > 0) {\r\n Logger.ClearLogCache();\r\n }\r\n this._engine.stopRenderLoop();\r\n }\r\n }\r\n\r\n SceneLoader.ShowLoadingScreen = false;\r\n if (this.displayLoadingUI) {\r\n this._engine.displayLoadingUI();\r\n }\r\n\r\n this.loadAsync(this._sceneFileToLoad, this._progressCallback)\r\n .then((scene) => {\r\n // if appending do nothing\r\n if (!this.useAppend) {\r\n if (this._currentScene) {\r\n this._currentScene.dispose();\r\n }\r\n\r\n this._currentScene = scene;\r\n\r\n // Wait for textures and shaders to be ready\r\n this._currentScene.executeWhenReady(() => {\r\n if (this.displayLoadingUI) {\r\n this._engine.hideLoadingUI();\r\n }\r\n if (!this.dontInjectRenderLoop) {\r\n this._engine.runRenderLoop(() => {\r\n this._renderFunction();\r\n });\r\n }\r\n });\r\n } else {\r\n if (this.displayLoadingUI) {\r\n this._engine.hideLoadingUI();\r\n }\r\n }\r\n if (this._sceneLoadedCallback && this._currentScene) {\r\n this._sceneLoadedCallback(this._sceneFileToLoad, this._currentScene);\r\n }\r\n })\r\n .catch((error) => {\r\n if (this.displayLoadingUI) {\r\n this._engine.hideLoadingUI();\r\n }\r\n if (this._errorCallback) {\r\n this._errorCallback(this._sceneFileToLoad, this._currentScene, error.message);\r\n }\r\n });\r\n } else {\r\n if (this._filesToLoad.length === 1) {\r\n const name = this._filesToLoad[0].name.toLowerCase();\r\n const extension = name.split(\".\").pop();\r\n if (extension) {\r\n switch (extension.toLowerCase()) {\r\n case \"dds\":\r\n case \"env\":\r\n case \"hdr\": {\r\n return; // Ignore error in that case\r\n }\r\n }\r\n }\r\n }\r\n Logger.Error(\"Please provide a valid .babylon file.\");\r\n }\r\n }\r\n}\r\n"]}
@@ -439,12 +439,12 @@ export declare class PostProcess {
439
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  /**
440
440
  * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
441
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  * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
442
- * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
442
+ * @param cameraOrScene The camera that will be used in the post process. This camera will be used when calling onActivateObservable. You can also pass the scene if no camera is available.
443
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  * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
444
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  * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
445
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  * @returns The render target wrapper that was bound to be written to.
446
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  */
447
- activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): RenderTargetWrapper;
447
+ activate(cameraOrScene: Nullable<Camera> | Scene, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): RenderTargetWrapper;
448
448
  /**
449
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  * If the post process is supported.
450
450
  */
@@ -571,14 +571,14 @@ export class PostProcess {
571
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  /**
572
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  * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
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  * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
574
- * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
574
+ * @param cameraOrScene The camera that will be used in the post process. This camera will be used when calling onActivateObservable. You can also pass the scene if no camera is available.
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  * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
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  * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
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  * @returns The render target wrapper that was bound to be written to.
578
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  */
579
- activate(camera, sourceTexture = null, forceDepthStencil) {
580
- camera = camera || this._camera;
581
- const scene = camera.getScene();
579
+ activate(cameraOrScene, sourceTexture = null, forceDepthStencil) {
580
+ const camera = cameraOrScene === null || cameraOrScene.cameraRigMode !== undefined ? cameraOrScene || this._camera : null;
581
+ const scene = camera?.getScene() ?? cameraOrScene;
582
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  const engine = scene.getEngine();
583
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  const maxSize = engine.getCaps().maxTextureSize;
584
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  const requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;