@babylonjs/core 7.46.0 → 7.47.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/arcRotateCamera.d.ts +13 -0
- package/Cameras/arcRotateCamera.js +28 -12
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +8 -2
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +2 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js +22 -6
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +1 -1
- package/Engines/engine.js.map +1 -1
- package/Engines/thinEngine.functions.d.ts +1 -0
- package/Engines/thinEngine.functions.js +1 -1
- package/Engines/thinEngine.functions.js.map +1 -1
- package/Engines/thinEngine.js +2 -1
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +2 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Loading/loadingScreen.js +2 -2
- package/Loading/loadingScreen.js.map +1 -1
- package/Materials/effect.d.ts +6 -1
- package/Materials/effect.functions.d.ts +5 -0
- package/Materials/effect.functions.js +6 -2
- package/Materials/effect.functions.js.map +1 -1
- package/Materials/effect.js +3 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/effect.webgl.functions.js +1 -0
- package/Materials/effect.webgl.functions.js.map +1 -1
- package/Materials/materialHelper.functions.js +1 -1
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Meshes/Node/Blocks/Textures/geometryTextureBlock.d.ts +1 -1
- package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -2
- package/Meshes/mesh.js.map +1 -1
- package/Misc/greasedLineTools.d.ts +1 -1
- package/Misc/greasedLineTools.js.map +1 -1
- package/Misc/snapshotRenderingHelper.d.ts +12 -0
- package/Misc/snapshotRenderingHelper.js +74 -20
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Particles/pointsCloudSystem.d.ts +3 -3
- package/Particles/pointsCloudSystem.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +2 -5
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/package.json +1 -1
package/Loading/loadingScreen.js
CHANGED
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@@ -30,8 +30,8 @@ export class DefaultLoadingScreen {
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if (this._isCanvasLayoutChanged(previousCanvasRect, currentCanvasRect)) {
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const canvasPositioning = window.getComputedStyle(canvas).position;
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loadingDiv.style.position = canvasPositioning === "fixed" ? "fixed" : "absolute";
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-
loadingDiv.style.left = currentCanvasRect.left + "px";
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-
loadingDiv.style.top = currentCanvasRect.top + "px";
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+
loadingDiv.style.left = currentCanvasRect.left + window.scrollX + "px";
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loadingDiv.style.top = currentCanvasRect.top + window.scrollY + "px";
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loadingDiv.style.width = currentCanvasRect.width + "px";
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loadingDiv.style.height = currentCanvasRect.height + "px";
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this._loadingDivToRenderingCanvasMap.set(loadingDiv, [canvas, currentCanvasRect]);
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@@ -1 +1 @@
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1
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-
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type { Nullable } from \"../types\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n/**\r\n * Interface used to present a loading screen while loading a scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/customLoadingScreen\r\n */\r\nexport interface ILoadingScreen {\r\n /**\r\n * Function called to display the loading screen\r\n */\r\n displayLoadingUI: () => void;\r\n /**\r\n * Function called to hide the loading screen\r\n */\r\n hideLoadingUI: () => void;\r\n /**\r\n * Gets or sets the color to use for the background\r\n */\r\n loadingUIBackgroundColor: string;\r\n /**\r\n * Gets or sets the text to display while loading\r\n */\r\n loadingUIText: string;\r\n}\r\n\r\n/**\r\n * Class used for the default loading screen\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/customLoadingScreen\r\n */\r\nexport class DefaultLoadingScreen implements ILoadingScreen {\r\n private _engine: Nullable<AbstractEngine>;\r\n private _resizeObserver: Nullable<Observer<AbstractEngine>>;\r\n private _isLoading: boolean;\r\n /**\r\n * Maps a loading `HTMLDivElement` to a tuple containing the associated `HTMLCanvasElement`\r\n * and its `DOMRect` (or `null` if not yet available).\r\n */\r\n private _loadingDivToRenderingCanvasMap: Map<HTMLDivElement, [HTMLCanvasElement, DOMRect | null]> = new Map();\r\n private _loadingTextDiv: Nullable<HTMLDivElement>;\r\n private _style: Nullable<HTMLStyleElement>;\r\n\r\n /** Gets or sets the logo url to use for the default loading screen */\r\n public static DefaultLogoUrl = \"\";\r\n\r\n /** Gets or sets the spinner url to use for the default loading screen */\r\n public static DefaultSpinnerUrl = \"\";\r\n\r\n /**\r\n * Creates a new default loading screen\r\n * @param _renderingCanvas defines the canvas used to render the scene\r\n * @param _loadingText defines the default text to display\r\n * @param _loadingDivBackgroundColor defines the default background color\r\n */\r\n constructor(\r\n private _renderingCanvas: HTMLCanvasElement,\r\n private _loadingText = \"\",\r\n private _loadingDivBackgroundColor = \"black\"\r\n ) {}\r\n\r\n /**\r\n * Function called to display the loading screen\r\n */\r\n public displayLoadingUI(): void {\r\n if (this._isLoading) {\r\n // Do not add a loading screen if it is already loading\r\n return;\r\n }\r\n\r\n this._isLoading = true;\r\n // get current engine by rendering canvas\r\n this._engine = EngineStore.Instances.find((engine) => engine.getRenderingCanvas() === this._renderingCanvas) as AbstractEngine;\r\n\r\n const loadingDiv = document.createElement(\"div\");\r\n\r\n loadingDiv.id = \"babylonjsLoadingDiv\";\r\n loadingDiv.style.opacity = \"0\";\r\n loadingDiv.style.transition = \"opacity 1.5s ease\";\r\n loadingDiv.style.pointerEvents = \"none\";\r\n loadingDiv.style.display = \"grid\";\r\n loadingDiv.style.gridTemplateRows = \"100%\";\r\n loadingDiv.style.gridTemplateColumns = \"100%\";\r\n loadingDiv.style.justifyItems = \"center\";\r\n loadingDiv.style.alignItems = \"center\";\r\n\r\n // Loading text\r\n this._loadingTextDiv = document.createElement(\"div\");\r\n this._loadingTextDiv.style.position = \"absolute\";\r\n this._loadingTextDiv.style.left = \"0\";\r\n this._loadingTextDiv.style.top = \"50%\";\r\n this._loadingTextDiv.style.marginTop = \"80px\";\r\n this._loadingTextDiv.style.width = \"100%\";\r\n this._loadingTextDiv.style.height = \"20px\";\r\n this._loadingTextDiv.style.fontFamily = \"Arial\";\r\n this._loadingTextDiv.style.fontSize = \"14px\";\r\n this._loadingTextDiv.style.color = \"white\";\r\n this._loadingTextDiv.style.textAlign = \"center\";\r\n this._loadingTextDiv.style.zIndex = \"1\";\r\n this._loadingTextDiv.innerHTML = \"Loading\";\r\n\r\n loadingDiv.appendChild(this._loadingTextDiv);\r\n\r\n //set the predefined text\r\n this._loadingTextDiv.innerHTML = this._loadingText;\r\n\r\n // Generating keyframes\r\n this._style = document.createElement(\"style\");\r\n this._style.type = \"text/css\";\r\n const keyFrames = `@-webkit-keyframes spin1 {\\\r\n 0% { -webkit-transform: rotate(0deg);}\r\n 100% { -webkit-transform: rotate(360deg);}\r\n }\\\r\n @keyframes spin1 {\\\r\n 0% { transform: rotate(0deg);}\r\n 100% { transform: rotate(360deg);}\r\n }`;\r\n this._style.innerHTML = keyFrames;\r\n document.getElementsByTagName(\"head\")[0].appendChild(this._style);\r\n\r\n const svgSupport = !!window.SVGSVGElement;\r\n // Loading img\r\n const imgBack = new Image();\r\n if (!DefaultLoadingScreen.DefaultLogoUrl) {\r\n imgBack.src = !svgSupport\r\n ? \"https://cdn.babylonjs.com/Assets/babylonLogo.png\"\r\n : `data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCAxODAuMTcgMjA4LjA0Ij48ZGVmcz48c3R5bGU+LmNscy0xe2ZpbGw6I2ZmZjt9LmNscy0ye2ZpbGw6I2UwNjg0Yjt9LmNscy0ze2ZpbGw6I2JiNDY0Yjt9LmNscy00e2ZpbGw6I2UwZGVkODt9LmNscy01e2ZpbGw6I2Q1ZDJjYTt9PC9zdHlsZT48L2RlZnM+PHRpdGxlPkJhYnlsb25Mb2dvPC90aXRsZT48ZyBpZD0iTGF5ZXJfMiIgZGF0YS1uYW1lPSJMYXllciAyIj48ZyBpZD0iUGFnZV9FbGVtZW50cyIgZGF0YS1uYW1lPSJQYWdlIEVsZW1lbnRzIj48cGF0aCBjbGFzcz0iY2xzLTEiIGQ9Ik05MC4wOSwwLDAsNTJWMTU2bDkwLjA5LDUyLDkwLjA4LTUyVjUyWiIvPjxwb2x5Z29uIGNsYXNzPSJjbHMtMiIgcG9pbnRzPSIxODAuMTcgNTIuMDEgMTUxLjk3IDM1LjczIDEyNC44NSA1MS4zOSAxNTMuMDUgNjcuNjcgMTgwLjE3IDUyLjAxIi8+PHBvbHlnb24gY2xhc3M9ImNscy0yIiBwb2ludHM9IjI3LjEyIDY3LjY3IDExNy4yMSAxNS42NiA5MC4wOCAwIDAgNTIuMDEgMjcuMTIgNjcuNjciLz48cG9seWdvbiBjbGFzcz0iY2xzLTIiIHBvaW50cz0iNjEuODkgMTIwLjMgOTAuMDggMTM2LjU4IDExOC4yOCAxMjAuMyA5MC4wOCAxMDQuMDIgNjEuODkgMTIwLjMiLz48cG9seWdvbiBjbGFzcz0iY2xzLTMiIHBvaW50cz0iMTUzLjA1IDY3LjY3IDE1My4wNSAxNDAuMzcgOTAuMDggMTc2LjcyIDI3LjEyIDE0MC4zNyAyNy4xMiA2Ny42NyAwIDUyLjAxIDAgMTU2LjAzIDkwLjA4IDIwOC4wNCAxODAuMTcgMTU2LjAzIDE4MC4xNyA1Mi4wMSAxNTMuMDUgNjcuNjciLz48cG9seWdvbiBjbGFzcz0iY2xzLTMiIHBvaW50cz0iOTAuMDggNzEuNDYgNjEuODkgODcuNzQgNjEuODkgMTIwLjMgOTAuMDggMTA0LjAyIDExOC4yOCAxMjAuMyAxMTguMjggODcuNzQgOTAuMDggNzEuNDYiLz48cG9seWdvbiBjbGFzcz0iY2xzLTQiIHBvaW50cz0iMTUzLjA1IDY3LjY3IDExOC4yOCA4Ny43NCAxMTguMjggMTIwLjMgOTAuMDggMTM2LjU4IDkwLjA4IDE3Ni43MiAxNTMuMDUgMTQwLjM3IDE1My4wNSA2Ny42NyIvPjxwb2x5Z29uIGNsYXNzPSJjbHMtNSIgcG9pbnRzPSIyNy4xMiA2Ny42NyA2MS44OSA4Ny43NCA2MS44OSAxMjAuMyA5MC4wOCAxMzYuNTggOTAuMDggMTc2LjcyIDI3LjEyIDE0MC4zNyAyNy4xMiA2Ny42NyIvPjwvZz48L2c+PC9zdmc+`;\r\n } else {\r\n imgBack.src = DefaultLoadingScreen.DefaultLogoUrl;\r\n }\r\n\r\n imgBack.style.width = \"150px\";\r\n imgBack.style.gridColumn = \"1\";\r\n imgBack.style.gridRow = \"1\";\r\n imgBack.style.top = \"50%\";\r\n imgBack.style.left = \"50%\";\r\n imgBack.style.transform = \"translate(-50%, -50%)\";\r\n imgBack.style.position = \"absolute\";\r\n\r\n const imageSpinnerContainer = document.createElement(\"div\");\r\n imageSpinnerContainer.style.width = \"300px\";\r\n imageSpinnerContainer.style.gridColumn = \"1\";\r\n imageSpinnerContainer.style.gridRow = \"1\";\r\n imageSpinnerContainer.style.top = \"50%\";\r\n imageSpinnerContainer.style.left = \"50%\";\r\n imageSpinnerContainer.style.transform = \"translate(-50%, -50%)\";\r\n imageSpinnerContainer.style.position = \"absolute\";\r\n\r\n // Loading spinner\r\n const imgSpinner = new Image();\r\n\r\n if (!DefaultLoadingScreen.DefaultSpinnerUrl) {\r\n imgSpinner.src = !svgSupport\r\n ? \"https://cdn.babylonjs.com/Assets/loadingIcon.png\"\r\n : `data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCAzOTIgMzkyIj48ZGVmcz48c3R5bGU+LmNscy0xe2ZpbGw6I2UwNjg0Yjt9LmNscy0ye2ZpbGw6bm9uZTt9PC9zdHlsZT48L2RlZnM+PHRpdGxlPlNwaW5uZXJJY29uPC90aXRsZT48ZyBpZD0iTGF5ZXJfMiIgZGF0YS1uYW1lPSJMYXllciAyIj48ZyBpZD0iU3Bpbm5lciI+PHBhdGggY2xhc3M9ImNscy0xIiBkPSJNNDAuMjEsMTI2LjQzYzMuNy03LjMxLDcuNjctMTQuNDQsMTItMjEuMzJsMy4zNi01LjEsMy41Mi01YzEuMjMtMS42MywyLjQxLTMuMjksMy42NS00LjkxczIuNTMtMy4yMSwzLjgyLTQuNzlBMTg1LjIsMTg1LjIsMCwwLDEsODMuNCw2Ny40M2EyMDgsMjA4LDAsMCwxLDE5LTE1LjY2YzMuMzUtMi40MSw2Ljc0LTQuNzgsMTAuMjUtN3M3LjExLTQuMjgsMTAuNzUtNi4zMmM3LjI5LTQsMTQuNzMtOCwyMi41My0xMS40OSwzLjktMS43Miw3Ljg4LTMuMywxMi00LjY0YTEwNC4yMiwxMDQuMjIsMCwwLDEsMTIuNDQtMy4yMyw2Mi40NCw2Mi40NCwwLDAsMSwxMi43OC0xLjM5QTI1LjkyLDI1LjkyLDAsMCwxLDE5NiwyMS40NGE2LjU1LDYuNTUsMCwwLDEsMi4wNSw5LDYuNjYsNi42NiwwLDAsMS0xLjY0LDEuNzhsLS40MS4yOWEyMi4wNywyMi4wNywwLDAsMS01Ljc4LDMsMzAuNDIsMzAuNDIsMCwwLDEtNS42NywxLjYyLDM3LjgyLDM3LjgyLDAsMCwxLTUuNjkuNzFjLTEsMC0xLjkuMTgtMi44NS4yNmwtMi44NS4yNHEtNS43Mi41MS0xMS40OCwxLjFjLTMuODQuNC03LjcxLjgyLTExLjU4LDEuNGExMTIuMzQsMTEyLjM0LDAsMCwwLTIyLjk0LDUuNjFjLTMuNzIsMS4zNS03LjM0LDMtMTAuOTQsNC42NHMtNy4xNCwzLjUxLTEwLjYsNS41MUExNTEuNiwxNTEuNiwwLDAsMCw2OC41Niw4N0M2Ny4yMyw4OC40OCw2Niw5MCw2NC42NCw5MS41NnMtMi41MSwzLjE1LTMuNzUsNC43M2wtMy41NCw0LjljLTEuMTMsMS42Ni0yLjIzLDMuMzUtMy4zMyw1YTEyNywxMjcsMCwwLDAtMTAuOTMsMjEuNDksMS41OCwxLjU4LDAsMSwxLTMtMS4xNVM0MC4xOSwxMjYuNDcsNDAuMjEsMTI2LjQzWiIvPjxyZWN0IGNsYXNzPSJjbHMtMiIgd2lkdGg9IjM5MiIgaGVpZ2h0PSIzOTIiLz48L2c+PC9nPjwvc3ZnPg==`;\r\n } else {\r\n imgSpinner.src = DefaultLoadingScreen.DefaultSpinnerUrl;\r\n }\r\n\r\n imgSpinner.style.animation = \"spin1 0.75s infinite linear\";\r\n imgSpinner.style.transformOrigin = \"50% 50%\";\r\n\r\n if (!svgSupport) {\r\n const logoSize = { w: 16, h: 18.5 };\r\n const loadingSize = { w: 30, h: 30 };\r\n // set styling correctly\r\n imgBack.style.width = `${logoSize.w}vh`;\r\n imgBack.style.height = `${logoSize.h}vh`;\r\n imgBack.style.left = `calc(50% - ${logoSize.w / 2}vh)`;\r\n imgBack.style.top = `calc(50% - ${logoSize.h / 2}vh)`;\r\n\r\n imgSpinner.style.width = `${loadingSize.w}vh`;\r\n imgSpinner.style.height = `${loadingSize.h}vh`;\r\n imgSpinner.style.left = `calc(50% - ${loadingSize.w / 2}vh)`;\r\n imgSpinner.style.top = `calc(50% - ${loadingSize.h / 2}vh)`;\r\n }\r\n\r\n imageSpinnerContainer.appendChild(imgSpinner);\r\n\r\n loadingDiv.appendChild(imgBack);\r\n loadingDiv.appendChild(imageSpinnerContainer);\r\n loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;\r\n loadingDiv.style.opacity = \"1\";\r\n\r\n const canvases: Array<HTMLCanvasElement> = [];\r\n const views = this._engine.views;\r\n if (views?.length) {\r\n for (const view of views) {\r\n if (view.enabled) {\r\n canvases.push(view.target);\r\n }\r\n }\r\n } else {\r\n canvases.push(this._renderingCanvas);\r\n }\r\n canvases.forEach((canvas, index) => {\r\n const clonedLoadingDiv = loadingDiv!.cloneNode(true) as HTMLDivElement;\r\n clonedLoadingDiv.id += `-${index}`;\r\n this._loadingDivToRenderingCanvasMap.set(clonedLoadingDiv, [canvas, null]);\r\n });\r\n\r\n this._resizeLoadingUI();\r\n\r\n this._resizeObserver = this._engine.onResizeObservable.add(() => {\r\n this._resizeLoadingUI();\r\n });\r\n\r\n this._loadingDivToRenderingCanvasMap.forEach((_, loadingDiv) => {\r\n document.body.appendChild(loadingDiv);\r\n });\r\n }\r\n\r\n /**\r\n * Function called to hide the loading screen\r\n */\r\n public hideLoadingUI(): void {\r\n if (!this._isLoading) {\r\n return;\r\n }\r\n\r\n let completedTransitions = 0;\r\n\r\n const onTransitionEnd = (event: TransitionEvent) => {\r\n const loadingDiv = event.target as HTMLDivElement;\r\n // ensure that ending transition event is generated by one of the current loadingDivs\r\n const isTransitionEndOnLoadingDiv = this._loadingDivToRenderingCanvasMap.has(loadingDiv);\r\n\r\n if (isTransitionEndOnLoadingDiv) {\r\n completedTransitions++;\r\n loadingDiv.remove();\r\n\r\n const allTransitionsCompleted = completedTransitions === this._loadingDivToRenderingCanvasMap.size;\r\n if (allTransitionsCompleted) {\r\n if (this._loadingTextDiv) {\r\n this._loadingTextDiv.remove();\r\n this._loadingTextDiv = null;\r\n }\r\n if (this._style) {\r\n this._style.remove();\r\n this._style = null;\r\n }\r\n\r\n window.removeEventListener(\"transitionend\", onTransitionEnd);\r\n this._engine!.onResizeObservable.remove(this._resizeObserver);\r\n this._loadingDivToRenderingCanvasMap.clear();\r\n this._engine = null;\r\n this._isLoading = false;\r\n }\r\n }\r\n };\r\n\r\n this._loadingDivToRenderingCanvasMap.forEach((_, loadingDiv) => {\r\n loadingDiv.style.opacity = \"0\";\r\n });\r\n\r\n window.addEventListener(\"transitionend\", onTransitionEnd);\r\n }\r\n\r\n /**\r\n * Gets or sets the text to display while loading\r\n */\r\n public set loadingUIText(text: string) {\r\n this._loadingText = text;\r\n\r\n if (this._loadingTextDiv) {\r\n this._loadingTextDiv.innerHTML = this._loadingText;\r\n }\r\n }\r\n\r\n public get loadingUIText(): string {\r\n return this._loadingText;\r\n }\r\n\r\n /**\r\n * Gets or sets the color to use for the background\r\n */\r\n public get loadingUIBackgroundColor(): string {\r\n return this._loadingDivBackgroundColor;\r\n }\r\n\r\n public set loadingUIBackgroundColor(color: string) {\r\n this._loadingDivBackgroundColor = color;\r\n\r\n if (!this._isLoading) {\r\n return;\r\n }\r\n\r\n this._loadingDivToRenderingCanvasMap.forEach((_, loadingDiv) => {\r\n loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the layout of the canvas has changed by comparing the current layout\r\n * rectangle with the previous one.\r\n *\r\n * This function compares of the two `DOMRect` objects to determine if any of the layout dimensions have changed.\r\n * If the layout has changed or if there is no previous layout (i.e., `previousCanvasRect` is `null`),\r\n * it returns `true`. Otherwise, it returns `false`.\r\n *\r\n * @param previousCanvasRect defines the previously recorded `DOMRect` of the canvas, or `null` if no previous state exists.\r\n * @param currentCanvasRect defines the current `DOMRect` of the canvas to compare against the previous layout.\r\n * @returns `true` if the layout has changed, otherwise `false`.\r\n */\r\n private _isCanvasLayoutChanged(previousCanvasRect: DOMRect | null, currentCanvasRect: DOMRect) {\r\n return (\r\n !previousCanvasRect ||\r\n previousCanvasRect.left !== currentCanvasRect.left ||\r\n previousCanvasRect.top !== currentCanvasRect.top ||\r\n previousCanvasRect.right !== currentCanvasRect.right ||\r\n previousCanvasRect.bottom !== currentCanvasRect.bottom ||\r\n previousCanvasRect.width !== currentCanvasRect.width ||\r\n previousCanvasRect.height !== currentCanvasRect.height ||\r\n previousCanvasRect.x !== currentCanvasRect.x ||\r\n previousCanvasRect.y !== currentCanvasRect.y\r\n );\r\n }\r\n\r\n // Resize\r\n private _resizeLoadingUI = () => {\r\n if (!this._isLoading) {\r\n return;\r\n }\r\n\r\n this._loadingDivToRenderingCanvasMap.forEach(([canvas, previousCanvasRect], loadingDiv) => {\r\n const currentCanvasRect = canvas.getBoundingClientRect();\r\n if (this._isCanvasLayoutChanged(previousCanvasRect, currentCanvasRect)) {\r\n const canvasPositioning = window.getComputedStyle(canvas).position;\r\n\r\n loadingDiv.style.position = canvasPositioning === \"fixed\" ? \"fixed\" : \"absolute\";\r\n loadingDiv.style.left = currentCanvasRect.left + \"px\";\r\n loadingDiv.style.top = currentCanvasRect.top + \"px\";\r\n loadingDiv.style.width = currentCanvasRect.width + \"px\";\r\n loadingDiv.style.height = currentCanvasRect.height + \"px\";\r\n\r\n this._loadingDivToRenderingCanvasMap.set(loadingDiv, [canvas, currentCanvasRect]);\r\n }\r\n });\r\n };\r\n}\r\n\r\nAbstractEngine.DefaultLoadingScreenFactory = (canvas: HTMLCanvasElement) => {\r\n return new DefaultLoadingScreen(canvas);\r\n};\r\n"]}
|
|
1
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+
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type { Nullable } from \"../types\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n/**\r\n * Interface used to present a loading screen while loading a scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/customLoadingScreen\r\n */\r\nexport interface ILoadingScreen {\r\n /**\r\n * Function called to display the loading screen\r\n */\r\n displayLoadingUI: () => void;\r\n /**\r\n * Function called to hide the loading screen\r\n */\r\n hideLoadingUI: () => void;\r\n /**\r\n * Gets or sets the color to use for the background\r\n */\r\n loadingUIBackgroundColor: string;\r\n /**\r\n * Gets or sets the text to display while loading\r\n */\r\n loadingUIText: string;\r\n}\r\n\r\n/**\r\n * Class used for the default loading screen\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/customLoadingScreen\r\n */\r\nexport class DefaultLoadingScreen implements ILoadingScreen {\r\n private _engine: Nullable<AbstractEngine>;\r\n private _resizeObserver: Nullable<Observer<AbstractEngine>>;\r\n private _isLoading: boolean;\r\n /**\r\n * Maps a loading `HTMLDivElement` to a tuple containing the associated `HTMLCanvasElement`\r\n * and its `DOMRect` (or `null` if not yet available).\r\n */\r\n private _loadingDivToRenderingCanvasMap: Map<HTMLDivElement, [HTMLCanvasElement, DOMRect | null]> = new Map();\r\n private _loadingTextDiv: Nullable<HTMLDivElement>;\r\n private _style: Nullable<HTMLStyleElement>;\r\n\r\n /** Gets or sets the logo url to use for the default loading screen */\r\n public static DefaultLogoUrl = \"\";\r\n\r\n /** Gets or sets the spinner url to use for the default loading screen */\r\n public static DefaultSpinnerUrl = \"\";\r\n\r\n /**\r\n * Creates a new default loading screen\r\n * @param _renderingCanvas defines the canvas used to render the scene\r\n * @param _loadingText defines the default text to display\r\n * @param _loadingDivBackgroundColor defines the default background color\r\n */\r\n constructor(\r\n private _renderingCanvas: HTMLCanvasElement,\r\n private _loadingText = \"\",\r\n private _loadingDivBackgroundColor = \"black\"\r\n ) {}\r\n\r\n /**\r\n * Function called to display the loading screen\r\n */\r\n public displayLoadingUI(): void {\r\n if (this._isLoading) {\r\n // Do not add a loading screen if it is already loading\r\n return;\r\n }\r\n\r\n this._isLoading = true;\r\n // get current engine by rendering canvas\r\n this._engine = EngineStore.Instances.find((engine) => engine.getRenderingCanvas() === this._renderingCanvas) as AbstractEngine;\r\n\r\n const loadingDiv = document.createElement(\"div\");\r\n\r\n loadingDiv.id = \"babylonjsLoadingDiv\";\r\n loadingDiv.style.opacity = \"0\";\r\n loadingDiv.style.transition = \"opacity 1.5s ease\";\r\n loadingDiv.style.pointerEvents = \"none\";\r\n loadingDiv.style.display = \"grid\";\r\n loadingDiv.style.gridTemplateRows = \"100%\";\r\n loadingDiv.style.gridTemplateColumns = \"100%\";\r\n loadingDiv.style.justifyItems = \"center\";\r\n loadingDiv.style.alignItems = \"center\";\r\n\r\n // Loading text\r\n this._loadingTextDiv = document.createElement(\"div\");\r\n this._loadingTextDiv.style.position = \"absolute\";\r\n this._loadingTextDiv.style.left = \"0\";\r\n this._loadingTextDiv.style.top = \"50%\";\r\n this._loadingTextDiv.style.marginTop = \"80px\";\r\n this._loadingTextDiv.style.width = \"100%\";\r\n this._loadingTextDiv.style.height = \"20px\";\r\n this._loadingTextDiv.style.fontFamily = \"Arial\";\r\n this._loadingTextDiv.style.fontSize = \"14px\";\r\n this._loadingTextDiv.style.color = \"white\";\r\n this._loadingTextDiv.style.textAlign = \"center\";\r\n this._loadingTextDiv.style.zIndex = \"1\";\r\n this._loadingTextDiv.innerHTML = \"Loading\";\r\n\r\n loadingDiv.appendChild(this._loadingTextDiv);\r\n\r\n //set the predefined text\r\n this._loadingTextDiv.innerHTML = this._loadingText;\r\n\r\n // Generating keyframes\r\n this._style = document.createElement(\"style\");\r\n this._style.type = \"text/css\";\r\n const keyFrames = `@-webkit-keyframes spin1 {\\\r\n 0% { -webkit-transform: rotate(0deg);}\r\n 100% { -webkit-transform: rotate(360deg);}\r\n }\\\r\n @keyframes spin1 {\\\r\n 0% { transform: rotate(0deg);}\r\n 100% { transform: rotate(360deg);}\r\n }`;\r\n this._style.innerHTML = keyFrames;\r\n document.getElementsByTagName(\"head\")[0].appendChild(this._style);\r\n\r\n const svgSupport = !!window.SVGSVGElement;\r\n // Loading img\r\n const imgBack = new Image();\r\n if (!DefaultLoadingScreen.DefaultLogoUrl) {\r\n imgBack.src = !svgSupport\r\n ? \"https://cdn.babylonjs.com/Assets/babylonLogo.png\"\r\n : `data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCAxODAuMTcgMjA4LjA0Ij48ZGVmcz48c3R5bGU+LmNscy0xe2ZpbGw6I2ZmZjt9LmNscy0ye2ZpbGw6I2UwNjg0Yjt9LmNscy0ze2ZpbGw6I2JiNDY0Yjt9LmNscy00e2ZpbGw6I2UwZGVkODt9LmNscy01e2ZpbGw6I2Q1ZDJjYTt9PC9zdHlsZT48L2RlZnM+PHRpdGxlPkJhYnlsb25Mb2dvPC90aXRsZT48ZyBpZD0iTGF5ZXJfMiIgZGF0YS1uYW1lPSJMYXllciAyIj48ZyBpZD0iUGFnZV9FbGVtZW50cyIgZGF0YS1uYW1lPSJQYWdlIEVsZW1lbnRzIj48cGF0aCBjbGFzcz0iY2xzLTEiIGQ9Ik05MC4wOSwwLDAsNTJWMTU2bDkwLjA5LDUyLDkwLjA4LTUyVjUyWiIvPjxwb2x5Z29uIGNsYXNzPSJjbHMtMiIgcG9pbnRzPSIxODAuMTcgNTIuMDEgMTUxLjk3IDM1LjczIDEyNC44NSA1MS4zOSAxNTMuMDUgNjcuNjcgMTgwLjE3IDUyLjAxIi8+PHBvbHlnb24gY2xhc3M9ImNscy0yIiBwb2ludHM9IjI3LjEyIDY3LjY3IDExNy4yMSAxNS42NiA5MC4wOCAwIDAgNTIuMDEgMjcuMTIgNjcuNjciLz48cG9seWdvbiBjbGFzcz0iY2xzLTIiIHBvaW50cz0iNjEuODkgMTIwLjMgOTAuMDggMTM2LjU4IDExOC4yOCAxMjAuMyA5MC4wOCAxMDQuMDIgNjEuODkgMTIwLjMiLz48cG9seWdvbiBjbGFzcz0iY2xzLTMiIHBvaW50cz0iMTUzLjA1IDY3LjY3IDE1My4wNSAxNDAuMzcgOTAuMDggMTc2LjcyIDI3LjEyIDE0MC4zNyAyNy4xMiA2Ny42NyAwIDUyLjAxIDAgMTU2LjAzIDkwLjA4IDIwOC4wNCAxODAuMTcgMTU2LjAzIDE4MC4xNyA1Mi4wMSAxNTMuMDUgNjcuNjciLz48cG9seWdvbiBjbGFzcz0iY2xzLTMiIHBvaW50cz0iOTAuMDggNzEuNDYgNjEuODkgODcuNzQgNjEuODkgMTIwLjMgOTAuMDggMTA0LjAyIDExOC4yOCAxMjAuMyAxMTguMjggODcuNzQgOTAuMDggNzEuNDYiLz48cG9seWdvbiBjbGFzcz0iY2xzLTQiIHBvaW50cz0iMTUzLjA1IDY3LjY3IDExOC4yOCA4Ny43NCAxMTguMjggMTIwLjMgOTAuMDggMTM2LjU4IDkwLjA4IDE3Ni43MiAxNTMuMDUgMTQwLjM3IDE1My4wNSA2Ny42NyIvPjxwb2x5Z29uIGNsYXNzPSJjbHMtNSIgcG9pbnRzPSIyNy4xMiA2Ny42NyA2MS44OSA4Ny43NCA2MS44OSAxMjAuMyA5MC4wOCAxMzYuNTggOTAuMDggMTc2LjcyIDI3LjEyIDE0MC4zNyAyNy4xMiA2Ny42NyIvPjwvZz48L2c+PC9zdmc+`;\r\n } else {\r\n imgBack.src = DefaultLoadingScreen.DefaultLogoUrl;\r\n }\r\n\r\n imgBack.style.width = \"150px\";\r\n imgBack.style.gridColumn = \"1\";\r\n imgBack.style.gridRow = \"1\";\r\n imgBack.style.top = \"50%\";\r\n imgBack.style.left = \"50%\";\r\n imgBack.style.transform = \"translate(-50%, -50%)\";\r\n imgBack.style.position = \"absolute\";\r\n\r\n const imageSpinnerContainer = document.createElement(\"div\");\r\n imageSpinnerContainer.style.width = \"300px\";\r\n imageSpinnerContainer.style.gridColumn = \"1\";\r\n imageSpinnerContainer.style.gridRow = \"1\";\r\n imageSpinnerContainer.style.top = \"50%\";\r\n imageSpinnerContainer.style.left = \"50%\";\r\n imageSpinnerContainer.style.transform = \"translate(-50%, -50%)\";\r\n imageSpinnerContainer.style.position = \"absolute\";\r\n\r\n // Loading spinner\r\n const imgSpinner = new Image();\r\n\r\n if (!DefaultLoadingScreen.DefaultSpinnerUrl) {\r\n imgSpinner.src = !svgSupport\r\n ? \"https://cdn.babylonjs.com/Assets/loadingIcon.png\"\r\n : `data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCAzOTIgMzkyIj48ZGVmcz48c3R5bGU+LmNscy0xe2ZpbGw6I2UwNjg0Yjt9LmNscy0ye2ZpbGw6bm9uZTt9PC9zdHlsZT48L2RlZnM+PHRpdGxlPlNwaW5uZXJJY29uPC90aXRsZT48ZyBpZD0iTGF5ZXJfMiIgZGF0YS1uYW1lPSJMYXllciAyIj48ZyBpZD0iU3Bpbm5lciI+PHBhdGggY2xhc3M9ImNscy0xIiBkPSJNNDAuMjEsMTI2LjQzYzMuNy03LjMxLDcuNjctMTQuNDQsMTItMjEuMzJsMy4zNi01LjEsMy41Mi01YzEuMjMtMS42MywyLjQxLTMuMjksMy42NS00LjkxczIuNTMtMy4yMSwzLjgyLTQuNzlBMTg1LjIsMTg1LjIsMCwwLDEsODMuNCw2Ny40M2EyMDgsMjA4LDAsMCwxLDE5LTE1LjY2YzMuMzUtMi40MSw2Ljc0LTQuNzgsMTAuMjUtN3M3LjExLTQuMjgsMTAuNzUtNi4zMmM3LjI5LTQsMTQuNzMtOCwyMi41My0xMS40OSwzLjktMS43Miw3Ljg4LTMuMywxMi00LjY0YTEwNC4yMiwxMDQuMjIsMCwwLDEsMTIuNDQtMy4yMyw2Mi40NCw2Mi40NCwwLDAsMSwxMi43OC0xLjM5QTI1LjkyLDI1LjkyLDAsMCwxLDE5NiwyMS40NGE2LjU1LDYuNTUsMCwwLDEsMi4wNSw5LDYuNjYsNi42NiwwLDAsMS0xLjY0LDEuNzhsLS40MS4yOWEyMi4wNywyMi4wNywwLDAsMS01Ljc4LDMsMzAuNDIsMzAuNDIsMCwwLDEtNS42NywxLjYyLDM3LjgyLDM3LjgyLDAsMCwxLTUuNjkuNzFjLTEsMC0xLjkuMTgtMi44NS4yNmwtMi44NS4yNHEtNS43Mi41MS0xMS40OCwxLjFjLTMuODQuNC03LjcxLjgyLTExLjU4LDEuNGExMTIuMzQsMTEyLjM0LDAsMCwwLTIyLjk0LDUuNjFjLTMuNzIsMS4zNS03LjM0LDMtMTAuOTQsNC42NHMtNy4xNCwzLjUxLTEwLjYsNS41MUExNTEuNiwxNTEuNiwwLDAsMCw2OC41Niw4N0M2Ny4yMyw4OC40OCw2Niw5MCw2NC42NCw5MS41NnMtMi41MSwzLjE1LTMuNzUsNC43M2wtMy41NCw0LjljLTEuMTMsMS42Ni0yLjIzLDMuMzUtMy4zMyw1YTEyNywxMjcsMCwwLDAtMTAuOTMsMjEuNDksMS41OCwxLjU4LDAsMSwxLTMtMS4xNVM0MC4xOSwxMjYuNDcsNDAuMjEsMTI2LjQzWiIvPjxyZWN0IGNsYXNzPSJjbHMtMiIgd2lkdGg9IjM5MiIgaGVpZ2h0PSIzOTIiLz48L2c+PC9nPjwvc3ZnPg==`;\r\n } else {\r\n imgSpinner.src = DefaultLoadingScreen.DefaultSpinnerUrl;\r\n }\r\n\r\n imgSpinner.style.animation = \"spin1 0.75s infinite linear\";\r\n imgSpinner.style.transformOrigin = \"50% 50%\";\r\n\r\n if (!svgSupport) {\r\n const logoSize = { w: 16, h: 18.5 };\r\n const loadingSize = { w: 30, h: 30 };\r\n // set styling correctly\r\n imgBack.style.width = `${logoSize.w}vh`;\r\n imgBack.style.height = `${logoSize.h}vh`;\r\n imgBack.style.left = `calc(50% - ${logoSize.w / 2}vh)`;\r\n imgBack.style.top = `calc(50% - ${logoSize.h / 2}vh)`;\r\n\r\n imgSpinner.style.width = `${loadingSize.w}vh`;\r\n imgSpinner.style.height = `${loadingSize.h}vh`;\r\n imgSpinner.style.left = `calc(50% - ${loadingSize.w / 2}vh)`;\r\n imgSpinner.style.top = `calc(50% - ${loadingSize.h / 2}vh)`;\r\n }\r\n\r\n imageSpinnerContainer.appendChild(imgSpinner);\r\n\r\n loadingDiv.appendChild(imgBack);\r\n loadingDiv.appendChild(imageSpinnerContainer);\r\n loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;\r\n loadingDiv.style.opacity = \"1\";\r\n\r\n const canvases: Array<HTMLCanvasElement> = [];\r\n const views = this._engine.views;\r\n if (views?.length) {\r\n for (const view of views) {\r\n if (view.enabled) {\r\n canvases.push(view.target);\r\n }\r\n }\r\n } else {\r\n canvases.push(this._renderingCanvas);\r\n }\r\n canvases.forEach((canvas, index) => {\r\n const clonedLoadingDiv = loadingDiv!.cloneNode(true) as HTMLDivElement;\r\n clonedLoadingDiv.id += `-${index}`;\r\n this._loadingDivToRenderingCanvasMap.set(clonedLoadingDiv, [canvas, null]);\r\n });\r\n\r\n this._resizeLoadingUI();\r\n\r\n this._resizeObserver = this._engine.onResizeObservable.add(() => {\r\n this._resizeLoadingUI();\r\n });\r\n\r\n this._loadingDivToRenderingCanvasMap.forEach((_, loadingDiv) => {\r\n document.body.appendChild(loadingDiv);\r\n });\r\n }\r\n\r\n /**\r\n * Function called to hide the loading screen\r\n */\r\n public hideLoadingUI(): void {\r\n if (!this._isLoading) {\r\n return;\r\n }\r\n\r\n let completedTransitions = 0;\r\n\r\n const onTransitionEnd = (event: TransitionEvent) => {\r\n const loadingDiv = event.target as HTMLDivElement;\r\n // ensure that ending transition event is generated by one of the current loadingDivs\r\n const isTransitionEndOnLoadingDiv = this._loadingDivToRenderingCanvasMap.has(loadingDiv);\r\n\r\n if (isTransitionEndOnLoadingDiv) {\r\n completedTransitions++;\r\n loadingDiv.remove();\r\n\r\n const allTransitionsCompleted = completedTransitions === this._loadingDivToRenderingCanvasMap.size;\r\n if (allTransitionsCompleted) {\r\n if (this._loadingTextDiv) {\r\n this._loadingTextDiv.remove();\r\n this._loadingTextDiv = null;\r\n }\r\n if (this._style) {\r\n this._style.remove();\r\n this._style = null;\r\n }\r\n\r\n window.removeEventListener(\"transitionend\", onTransitionEnd);\r\n this._engine!.onResizeObservable.remove(this._resizeObserver);\r\n this._loadingDivToRenderingCanvasMap.clear();\r\n this._engine = null;\r\n this._isLoading = false;\r\n }\r\n }\r\n };\r\n\r\n this._loadingDivToRenderingCanvasMap.forEach((_, loadingDiv) => {\r\n loadingDiv.style.opacity = \"0\";\r\n });\r\n\r\n window.addEventListener(\"transitionend\", onTransitionEnd);\r\n }\r\n\r\n /**\r\n * Gets or sets the text to display while loading\r\n */\r\n public set loadingUIText(text: string) {\r\n this._loadingText = text;\r\n\r\n if (this._loadingTextDiv) {\r\n this._loadingTextDiv.innerHTML = this._loadingText;\r\n }\r\n }\r\n\r\n public get loadingUIText(): string {\r\n return this._loadingText;\r\n }\r\n\r\n /**\r\n * Gets or sets the color to use for the background\r\n */\r\n public get loadingUIBackgroundColor(): string {\r\n return this._loadingDivBackgroundColor;\r\n }\r\n\r\n public set loadingUIBackgroundColor(color: string) {\r\n this._loadingDivBackgroundColor = color;\r\n\r\n if (!this._isLoading) {\r\n return;\r\n }\r\n\r\n this._loadingDivToRenderingCanvasMap.forEach((_, loadingDiv) => {\r\n loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the layout of the canvas has changed by comparing the current layout\r\n * rectangle with the previous one.\r\n *\r\n * This function compares of the two `DOMRect` objects to determine if any of the layout dimensions have changed.\r\n * If the layout has changed or if there is no previous layout (i.e., `previousCanvasRect` is `null`),\r\n * it returns `true`. Otherwise, it returns `false`.\r\n *\r\n * @param previousCanvasRect defines the previously recorded `DOMRect` of the canvas, or `null` if no previous state exists.\r\n * @param currentCanvasRect defines the current `DOMRect` of the canvas to compare against the previous layout.\r\n * @returns `true` if the layout has changed, otherwise `false`.\r\n */\r\n private _isCanvasLayoutChanged(previousCanvasRect: DOMRect | null, currentCanvasRect: DOMRect) {\r\n return (\r\n !previousCanvasRect ||\r\n previousCanvasRect.left !== currentCanvasRect.left ||\r\n previousCanvasRect.top !== currentCanvasRect.top ||\r\n previousCanvasRect.right !== currentCanvasRect.right ||\r\n previousCanvasRect.bottom !== currentCanvasRect.bottom ||\r\n previousCanvasRect.width !== currentCanvasRect.width ||\r\n previousCanvasRect.height !== currentCanvasRect.height ||\r\n previousCanvasRect.x !== currentCanvasRect.x ||\r\n previousCanvasRect.y !== currentCanvasRect.y\r\n );\r\n }\r\n\r\n // Resize\r\n private _resizeLoadingUI = () => {\r\n if (!this._isLoading) {\r\n return;\r\n }\r\n\r\n this._loadingDivToRenderingCanvasMap.forEach(([canvas, previousCanvasRect], loadingDiv) => {\r\n const currentCanvasRect = canvas.getBoundingClientRect();\r\n if (this._isCanvasLayoutChanged(previousCanvasRect, currentCanvasRect)) {\r\n const canvasPositioning = window.getComputedStyle(canvas).position;\r\n\r\n loadingDiv.style.position = canvasPositioning === \"fixed\" ? \"fixed\" : \"absolute\";\r\n loadingDiv.style.left = currentCanvasRect.left + window.scrollX + \"px\";\r\n loadingDiv.style.top = currentCanvasRect.top + window.scrollY + \"px\";\r\n loadingDiv.style.width = currentCanvasRect.width + \"px\";\r\n loadingDiv.style.height = currentCanvasRect.height + \"px\";\r\n\r\n this._loadingDivToRenderingCanvasMap.set(loadingDiv, [canvas, currentCanvasRect]);\r\n }\r\n });\r\n };\r\n}\r\n\r\nAbstractEngine.DefaultLoadingScreenFactory = (canvas: HTMLCanvasElement) => {\r\n return new DefaultLoadingScreen(canvas);\r\n};\r\n"]}
|
package/Materials/effect.d.ts
CHANGED
|
@@ -66,7 +66,7 @@ export interface IEffectCreationOptions {
|
|
|
66
66
|
/**
|
|
67
67
|
* Uniform buffer variable names that will be set in the shader.
|
|
68
68
|
*/
|
|
69
|
-
uniformBuffersNames
|
|
69
|
+
uniformBuffersNames?: string[];
|
|
70
70
|
/**
|
|
71
71
|
* Sampler texture variable names that will be set in the shader.
|
|
72
72
|
*/
|
|
@@ -123,6 +123,10 @@ export interface IEffectCreationOptions {
|
|
|
123
123
|
* Additional async code to run before preparing the effect
|
|
124
124
|
*/
|
|
125
125
|
extraInitializationsAsync?: () => Promise<void>;
|
|
126
|
+
/**
|
|
127
|
+
* If set to true the shader will not be compiles asynchronously, even if the engine allows it.
|
|
128
|
+
*/
|
|
129
|
+
disableParallelShaderCompilation?: boolean;
|
|
126
130
|
}
|
|
127
131
|
/**
|
|
128
132
|
* Effect containing vertex and fragment shader that can be executed on an object.
|
|
@@ -233,6 +237,7 @@ export declare class Effect implements IDisposable {
|
|
|
233
237
|
private _fragmentSourceCodeOverride;
|
|
234
238
|
private _transformFeedbackVaryings;
|
|
235
239
|
private _shaderLanguage;
|
|
240
|
+
private _disableParallelShaderCompilation;
|
|
236
241
|
/**
|
|
237
242
|
* Compiled shader to webGL program.
|
|
238
243
|
* @internal
|
|
@@ -49,6 +49,10 @@ export interface IPipelineGenerationOptions {
|
|
|
49
49
|
* If true, generating a new pipeline will return when the pipeline is ready to be used
|
|
50
50
|
*/
|
|
51
51
|
waitForIsReady?: boolean;
|
|
52
|
+
/**
|
|
53
|
+
* If true, the pipeline will be created synchronously, even if parallel shader compilation is available
|
|
54
|
+
*/
|
|
55
|
+
disableParallelCompilation?: boolean;
|
|
52
56
|
}
|
|
53
57
|
/**
|
|
54
58
|
* @internal
|
|
@@ -68,6 +72,7 @@ export interface ICreateAndPreparePipelineContextOptions {
|
|
|
68
72
|
fragment: string;
|
|
69
73
|
defines: Nullable<string>;
|
|
70
74
|
transformFeedbackVaryings: Nullable<string[]>;
|
|
75
|
+
disableParallelCompilation?: boolean;
|
|
71
76
|
}
|
|
72
77
|
/**
|
|
73
78
|
* Get a cached pipeline context
|
|
@@ -166,10 +166,14 @@ function _useFinalCode(migratedVertexCode, migratedFragmentCode, baseName, shade
|
|
|
166
166
|
*/
|
|
167
167
|
export const createAndPreparePipelineContext = (options, createPipelineContext, _preparePipelineContext, _executeWhenRenderingStateIsCompiled) => {
|
|
168
168
|
try {
|
|
169
|
+
const stateObject = options.context ? getStateObject(options.context) : null;
|
|
170
|
+
if (stateObject) {
|
|
171
|
+
// will not remove the reference to parallelShaderPrecompile, but will prevent it from being used in the next shader compilation
|
|
172
|
+
stateObject.disableParallelShaderCompile = options.disableParallelCompilation;
|
|
173
|
+
}
|
|
169
174
|
const pipelineContext = options.existingPipelineContext || createPipelineContext(options.shaderProcessingContext);
|
|
170
175
|
pipelineContext._name = options.name;
|
|
171
|
-
if (options.name &&
|
|
172
|
-
const stateObject = getStateObject(options.context);
|
|
176
|
+
if (options.name && stateObject) {
|
|
173
177
|
stateObject.cachedPipelines[options.name] = pipelineContext;
|
|
174
178
|
}
|
|
175
179
|
// Flagged as async as we may need to delay load some processing tools
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { ProcessingOptions, ShaderCustomProcessingFunction, ShaderProcessingContext } from \"core/Engines/Processors/shaderProcessingOptions\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"core/Misc/domManagement\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport type { WebGLContext } from \"core/Engines/thinEngine.functions\";\r\nimport { getStateObject } from \"core/Engines/thinEngine.functions\";\r\nimport { ShaderStore } from \"core/Engines/shaderStore\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { Effect, IShaderPath } from \"./effect\";\r\nimport type { IPipelineContext } from \"core/Engines/IPipelineContext\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { Finalize, Initialize, Process } from \"core/Engines/Processors/shaderProcessor\";\r\nimport { _loadFile } from \"core/Engines/abstractEngine.functions\";\r\nimport type { WebGLPipelineContext } from \"core/Engines/WebGL/webGLPipelineContext\";\r\n\r\n/**\r\n * Options to be used when creating a pipeline\r\n */\r\nexport interface IPipelineGenerationOptions {\r\n /**\r\n * The definition of the shader content.\r\n * Can be either a unified name, name per vertex and frament or the shader code content itself\r\n */\r\n shaderNameOrContent: string | IShaderPath;\r\n /**\r\n * Unique key to identify the pipeline.\r\n * Note that though not mandatory, it's recommended to provide a key to be able to use the automated pipeline loading system.\r\n */\r\n key?: string;\r\n /**\r\n * The list of defines to be used in the shader\r\n */\r\n defines?: string[];\r\n\r\n /**\r\n * If true, the global defines will be added to the defines array\r\n */\r\n addGlobalDefines?: boolean;\r\n /**\r\n * The shader language.\r\n * Defaults to the language suiting the platform name (GLSL for WEBGL2, WGSL for WEBGPU)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n\r\n /**\r\n * The name of the platform to be used when processing the shader\r\n * defaults to WEBGL2\r\n */\r\n platformName?: string /* \"WEBGL2\" | \"WEBGL1\" | \"WEBGPU\" */;\r\n\r\n /**\r\n * extend the processing options when running code processing\r\n */\r\n extendedProcessingOptions?: Partial<ProcessingOptions>;\r\n\r\n /**\r\n * extend the pipeline generation options\r\n */\r\n extendedCreatePipelineOptions?: Partial<ICreateAndPreparePipelineContextOptions>;\r\n\r\n /**\r\n * If true, generating a new pipeline will return when the pipeline is ready to be used\r\n */\r\n waitForIsReady?: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface ICreateAndPreparePipelineContextOptions {\r\n parallelShaderCompile?: { COMPLETION_STATUS_KHR: number };\r\n shaderProcessingContext: Nullable<ShaderProcessingContext>;\r\n existingPipelineContext?: Nullable<IPipelineContext>;\r\n name?: string;\r\n rebuildRebind?: (vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void) => void;\r\n onRenderingStateCompiled?: (pipelineContext?: IPipelineContext) => void;\r\n context?: WebGL2RenderingContext | WebGLRenderingContext;\r\n // preparePipeline options\r\n createAsRaw?: boolean;\r\n vertex: string;\r\n fragment: string;\r\n defines: Nullable<string>;\r\n transformFeedbackVaryings: Nullable<string[]>;\r\n}\r\n\r\n/**\r\n * Get a cached pipeline context\r\n * @param name the pipeline name\r\n * @param context the context to be used when creating the pipeline\r\n * @returns the cached pipeline context if it exists\r\n * @internal\r\n */\r\nexport function getCachedPipeline(name: string, context: WebGLContext): IPipelineContext | undefined {\r\n const stateObject = getStateObject(context);\r\n return stateObject.cachedPipelines[name];\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport function resetCachedPipeline(pipeline: IPipelineContext): void {\r\n const name = pipeline._name;\r\n const context = (pipeline as WebGLPipelineContext).context;\r\n if (name && context) {\r\n const stateObject = getStateObject(context!);\r\n const cachedPipeline = stateObject.cachedPipelines[name];\r\n cachedPipeline?.dispose();\r\n delete stateObject.cachedPipelines[name];\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function _processShaderCode(\r\n processorOptions: ProcessingOptions,\r\n baseName: any,\r\n processFinalCode?: Nullable<ShaderCustomProcessingFunction>,\r\n onFinalCodeReady?: (vertexCode: string, fragmentCode: string) => void,\r\n shaderLanguage?: ShaderLanguage,\r\n engine?: AbstractEngine,\r\n effectContext?: Effect\r\n) {\r\n let vertexSource: string | HTMLElement | IShaderPath;\r\n let fragmentSource: string | HTMLElement | IShaderPath;\r\n\r\n // const baseName = this.name;\r\n const hostDocument = IsWindowObjectExist() ? engine?.getHostDocument() : null;\r\n\r\n if (typeof baseName === \"string\") {\r\n vertexSource = baseName;\r\n } else if (baseName.vertexSource) {\r\n vertexSource = \"source:\" + baseName.vertexSource;\r\n } else if (baseName.vertexElement) {\r\n vertexSource = hostDocument?.getElementById(baseName.vertexElement) || baseName.vertexElement;\r\n } else {\r\n vertexSource = baseName.vertex || baseName;\r\n }\r\n if (typeof baseName === \"string\") {\r\n fragmentSource = baseName;\r\n } else if (baseName.fragmentSource) {\r\n fragmentSource = \"source:\" + baseName.fragmentSource;\r\n } else if (baseName.fragmentElement) {\r\n fragmentSource = hostDocument?.getElementById(baseName.fragmentElement) || baseName.fragmentElement;\r\n } else {\r\n fragmentSource = baseName.fragment || baseName;\r\n }\r\n\r\n const shaderCodes: [string | undefined, string | undefined] = [undefined, undefined];\r\n const shadersLoaded = () => {\r\n if (shaderCodes[0] && shaderCodes[1]) {\r\n processorOptions.isFragment = true;\r\n const [migratedVertexCode, fragmentCode] = shaderCodes;\r\n Process(\r\n fragmentCode,\r\n processorOptions,\r\n (migratedFragmentCode, codeBeforeMigration) => {\r\n if (effectContext) {\r\n effectContext._fragmentSourceCodeBeforeMigration = codeBeforeMigration;\r\n }\r\n if (processFinalCode) {\r\n migratedFragmentCode = processFinalCode(\"fragment\", migratedFragmentCode);\r\n }\r\n const finalShaders = Finalize(migratedVertexCode, migratedFragmentCode, processorOptions);\r\n processorOptions = null as any;\r\n const finalCode = _useFinalCode(finalShaders.vertexCode, finalShaders.fragmentCode, baseName, shaderLanguage);\r\n onFinalCodeReady?.(finalCode.vertexSourceCode, finalCode.fragmentSourceCode);\r\n },\r\n engine\r\n );\r\n }\r\n };\r\n _loadShader(\r\n vertexSource,\r\n \"Vertex\",\r\n \"\",\r\n (vertexCode) => {\r\n Initialize(processorOptions);\r\n Process(\r\n vertexCode,\r\n processorOptions,\r\n (migratedVertexCode, codeBeforeMigration) => {\r\n if (effectContext) {\r\n effectContext._rawVertexSourceCode = vertexCode;\r\n effectContext._vertexSourceCodeBeforeMigration = codeBeforeMigration;\r\n }\r\n if (processFinalCode) {\r\n migratedVertexCode = processFinalCode(\"vertex\", migratedVertexCode);\r\n }\r\n shaderCodes[0] = migratedVertexCode;\r\n shadersLoaded();\r\n },\r\n engine\r\n );\r\n },\r\n shaderLanguage\r\n );\r\n _loadShader(\r\n fragmentSource,\r\n \"Fragment\",\r\n \"Pixel\",\r\n (fragmentCode) => {\r\n if (effectContext) {\r\n effectContext._rawFragmentSourceCode = fragmentCode;\r\n }\r\n shaderCodes[1] = fragmentCode;\r\n shadersLoaded();\r\n },\r\n shaderLanguage\r\n );\r\n}\r\n\r\nfunction _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void, shaderLanguage?: ShaderLanguage, _loadFileInjection?: typeof _loadFile) {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substring(0, 7) === \"source:\") {\r\n callback(shader.substring(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substring(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substring(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n const shaderStore = ShaderStore.GetShadersStore(shaderLanguage);\r\n\r\n // Is in local store ?\r\n if (shaderStore[shader + key + \"Shader\"]) {\r\n callback(shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = ShaderStore.GetShadersRepository(shaderLanguage) + shader;\r\n }\r\n _loadFileInjection = _loadFileInjection || _loadFile;\r\n if (!_loadFileInjection) {\r\n // we got to this point and loadFile was not injected - throw an error\r\n throw new Error(\"loadFileInjection is not defined\");\r\n }\r\n // Vertex shader\r\n _loadFileInjection(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n}\r\n\r\nfunction _useFinalCode(migratedVertexCode: string, migratedFragmentCode: string, baseName: any, shaderLanguage?: ShaderLanguage) {\r\n if (baseName) {\r\n const vertex = baseName.vertexElement || baseName.vertex || baseName.spectorName || baseName;\r\n const fragment = baseName.fragmentElement || baseName.fragment || baseName.spectorName || baseName;\r\n\r\n return {\r\n vertexSourceCode: (shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME vertex:\" + vertex + \"\\n\" + migratedVertexCode,\r\n fragmentSourceCode: (shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME fragment:\" + fragment + \"\\n\" + migratedFragmentCode,\r\n };\r\n } else {\r\n return {\r\n vertexSourceCode: migratedVertexCode,\r\n fragmentSourceCode: migratedFragmentCode,\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Creates and prepares a pipeline context\r\n * @internal\r\n */\r\nexport const createAndPreparePipelineContext = (\r\n options: ICreateAndPreparePipelineContextOptions,\r\n createPipelineContext: typeof AbstractEngine.prototype.createPipelineContext,\r\n _preparePipelineContext: typeof AbstractEngine.prototype._preparePipelineContext,\r\n _executeWhenRenderingStateIsCompiled: typeof AbstractEngine.prototype._executeWhenRenderingStateIsCompiled\r\n): IPipelineContext => {\r\n try {\r\n const pipelineContext: IPipelineContext = options.existingPipelineContext || createPipelineContext(options.shaderProcessingContext);\r\n pipelineContext._name = options.name;\r\n if (options.name && options.context) {\r\n const stateObject = getStateObject(options.context);\r\n stateObject.cachedPipelines[options.name] = pipelineContext;\r\n }\r\n\r\n // Flagged as async as we may need to delay load some processing tools\r\n // This does not break anything as the execution is waiting for _executeWhenRenderingStateIsCompiled\r\n _preparePipelineContext(\r\n pipelineContext,\r\n options.vertex,\r\n options.fragment,\r\n !!options.createAsRaw,\r\n \"\",\r\n \"\",\r\n options.rebuildRebind,\r\n options.defines,\r\n options.transformFeedbackVaryings,\r\n \"\",\r\n () => {\r\n _executeWhenRenderingStateIsCompiled(pipelineContext, () => {\r\n options.onRenderingStateCompiled?.(pipelineContext);\r\n });\r\n }\r\n );\r\n\r\n return pipelineContext;\r\n } catch (e) {\r\n Logger.Error(\"Error compiling effect\");\r\n throw e;\r\n }\r\n};\r\n"]}
|
|
1
|
+
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type { ProcessingOptions, ShaderCustomProcessingFunction, ShaderProcessingContext } from \"core/Engines/Processors/shaderProcessingOptions\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"core/Misc/domManagement\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport type { WebGLContext } from \"core/Engines/thinEngine.functions\";\r\nimport { getStateObject } from \"core/Engines/thinEngine.functions\";\r\nimport { ShaderStore } from \"core/Engines/shaderStore\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { Effect, IShaderPath } from \"./effect\";\r\nimport type { IPipelineContext } from \"core/Engines/IPipelineContext\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { Finalize, Initialize, Process } from \"core/Engines/Processors/shaderProcessor\";\r\nimport { _loadFile } from \"core/Engines/abstractEngine.functions\";\r\nimport type { WebGLPipelineContext } from \"core/Engines/WebGL/webGLPipelineContext\";\r\n\r\n/**\r\n * Options to be used when creating a pipeline\r\n */\r\nexport interface IPipelineGenerationOptions {\r\n /**\r\n * The definition of the shader content.\r\n * Can be either a unified name, name per vertex and frament or the shader code content itself\r\n */\r\n shaderNameOrContent: string | IShaderPath;\r\n /**\r\n * Unique key to identify the pipeline.\r\n * Note that though not mandatory, it's recommended to provide a key to be able to use the automated pipeline loading system.\r\n */\r\n key?: string;\r\n /**\r\n * The list of defines to be used in the shader\r\n */\r\n defines?: string[];\r\n\r\n /**\r\n * If true, the global defines will be added to the defines array\r\n */\r\n addGlobalDefines?: boolean;\r\n /**\r\n * The shader language.\r\n * Defaults to the language suiting the platform name (GLSL for WEBGL2, WGSL for WEBGPU)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n\r\n /**\r\n * The name of the platform to be used when processing the shader\r\n * defaults to WEBGL2\r\n */\r\n platformName?: string /* \"WEBGL2\" | \"WEBGL1\" | \"WEBGPU\" */;\r\n\r\n /**\r\n * extend the processing options when running code processing\r\n */\r\n extendedProcessingOptions?: Partial<ProcessingOptions>;\r\n\r\n /**\r\n * extend the pipeline generation options\r\n */\r\n extendedCreatePipelineOptions?: Partial<ICreateAndPreparePipelineContextOptions>;\r\n\r\n /**\r\n * If true, generating a new pipeline will return when the pipeline is ready to be used\r\n */\r\n waitForIsReady?: boolean;\r\n\r\n /**\r\n * If true, the pipeline will be created synchronously, even if parallel shader compilation is available\r\n */\r\n disableParallelCompilation?: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface ICreateAndPreparePipelineContextOptions {\r\n parallelShaderCompile?: { COMPLETION_STATUS_KHR: number };\r\n shaderProcessingContext: Nullable<ShaderProcessingContext>;\r\n existingPipelineContext?: Nullable<IPipelineContext>;\r\n name?: string;\r\n rebuildRebind?: (vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void) => void;\r\n onRenderingStateCompiled?: (pipelineContext?: IPipelineContext) => void;\r\n context?: WebGL2RenderingContext | WebGLRenderingContext;\r\n // preparePipeline options\r\n createAsRaw?: boolean;\r\n vertex: string;\r\n fragment: string;\r\n defines: Nullable<string>;\r\n transformFeedbackVaryings: Nullable<string[]>;\r\n disableParallelCompilation?: boolean;\r\n}\r\n\r\n/**\r\n * Get a cached pipeline context\r\n * @param name the pipeline name\r\n * @param context the context to be used when creating the pipeline\r\n * @returns the cached pipeline context if it exists\r\n * @internal\r\n */\r\nexport function getCachedPipeline(name: string, context: WebGLContext): IPipelineContext | undefined {\r\n const stateObject = getStateObject(context);\r\n return stateObject.cachedPipelines[name];\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport function resetCachedPipeline(pipeline: IPipelineContext): void {\r\n const name = pipeline._name;\r\n const context = (pipeline as WebGLPipelineContext).context;\r\n if (name && context) {\r\n const stateObject = getStateObject(context!);\r\n const cachedPipeline = stateObject.cachedPipelines[name];\r\n cachedPipeline?.dispose();\r\n delete stateObject.cachedPipelines[name];\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function _processShaderCode(\r\n processorOptions: ProcessingOptions,\r\n baseName: any,\r\n processFinalCode?: Nullable<ShaderCustomProcessingFunction>,\r\n onFinalCodeReady?: (vertexCode: string, fragmentCode: string) => void,\r\n shaderLanguage?: ShaderLanguage,\r\n engine?: AbstractEngine,\r\n effectContext?: Effect\r\n) {\r\n let vertexSource: string | HTMLElement | IShaderPath;\r\n let fragmentSource: string | HTMLElement | IShaderPath;\r\n\r\n // const baseName = this.name;\r\n const hostDocument = IsWindowObjectExist() ? engine?.getHostDocument() : null;\r\n\r\n if (typeof baseName === \"string\") {\r\n vertexSource = baseName;\r\n } else if (baseName.vertexSource) {\r\n vertexSource = \"source:\" + baseName.vertexSource;\r\n } else if (baseName.vertexElement) {\r\n vertexSource = hostDocument?.getElementById(baseName.vertexElement) || baseName.vertexElement;\r\n } else {\r\n vertexSource = baseName.vertex || baseName;\r\n }\r\n if (typeof baseName === \"string\") {\r\n fragmentSource = baseName;\r\n } else if (baseName.fragmentSource) {\r\n fragmentSource = \"source:\" + baseName.fragmentSource;\r\n } else if (baseName.fragmentElement) {\r\n fragmentSource = hostDocument?.getElementById(baseName.fragmentElement) || baseName.fragmentElement;\r\n } else {\r\n fragmentSource = baseName.fragment || baseName;\r\n }\r\n\r\n const shaderCodes: [string | undefined, string | undefined] = [undefined, undefined];\r\n const shadersLoaded = () => {\r\n if (shaderCodes[0] && shaderCodes[1]) {\r\n processorOptions.isFragment = true;\r\n const [migratedVertexCode, fragmentCode] = shaderCodes;\r\n Process(\r\n fragmentCode,\r\n processorOptions,\r\n (migratedFragmentCode, codeBeforeMigration) => {\r\n if (effectContext) {\r\n effectContext._fragmentSourceCodeBeforeMigration = codeBeforeMigration;\r\n }\r\n if (processFinalCode) {\r\n migratedFragmentCode = processFinalCode(\"fragment\", migratedFragmentCode);\r\n }\r\n const finalShaders = Finalize(migratedVertexCode, migratedFragmentCode, processorOptions);\r\n processorOptions = null as any;\r\n const finalCode = _useFinalCode(finalShaders.vertexCode, finalShaders.fragmentCode, baseName, shaderLanguage);\r\n onFinalCodeReady?.(finalCode.vertexSourceCode, finalCode.fragmentSourceCode);\r\n },\r\n engine\r\n );\r\n }\r\n };\r\n _loadShader(\r\n vertexSource,\r\n \"Vertex\",\r\n \"\",\r\n (vertexCode) => {\r\n Initialize(processorOptions);\r\n Process(\r\n vertexCode,\r\n processorOptions,\r\n (migratedVertexCode, codeBeforeMigration) => {\r\n if (effectContext) {\r\n effectContext._rawVertexSourceCode = vertexCode;\r\n effectContext._vertexSourceCodeBeforeMigration = codeBeforeMigration;\r\n }\r\n if (processFinalCode) {\r\n migratedVertexCode = processFinalCode(\"vertex\", migratedVertexCode);\r\n }\r\n shaderCodes[0] = migratedVertexCode;\r\n shadersLoaded();\r\n },\r\n engine\r\n );\r\n },\r\n shaderLanguage\r\n );\r\n _loadShader(\r\n fragmentSource,\r\n \"Fragment\",\r\n \"Pixel\",\r\n (fragmentCode) => {\r\n if (effectContext) {\r\n effectContext._rawFragmentSourceCode = fragmentCode;\r\n }\r\n shaderCodes[1] = fragmentCode;\r\n shadersLoaded();\r\n },\r\n shaderLanguage\r\n );\r\n}\r\n\r\nfunction _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void, shaderLanguage?: ShaderLanguage, _loadFileInjection?: typeof _loadFile) {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substring(0, 7) === \"source:\") {\r\n callback(shader.substring(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substring(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substring(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n const shaderStore = ShaderStore.GetShadersStore(shaderLanguage);\r\n\r\n // Is in local store ?\r\n if (shaderStore[shader + key + \"Shader\"]) {\r\n callback(shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = ShaderStore.GetShadersRepository(shaderLanguage) + shader;\r\n }\r\n _loadFileInjection = _loadFileInjection || _loadFile;\r\n if (!_loadFileInjection) {\r\n // we got to this point and loadFile was not injected - throw an error\r\n throw new Error(\"loadFileInjection is not defined\");\r\n }\r\n // Vertex shader\r\n _loadFileInjection(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n}\r\n\r\nfunction _useFinalCode(migratedVertexCode: string, migratedFragmentCode: string, baseName: any, shaderLanguage?: ShaderLanguage) {\r\n if (baseName) {\r\n const vertex = baseName.vertexElement || baseName.vertex || baseName.spectorName || baseName;\r\n const fragment = baseName.fragmentElement || baseName.fragment || baseName.spectorName || baseName;\r\n\r\n return {\r\n vertexSourceCode: (shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME vertex:\" + vertex + \"\\n\" + migratedVertexCode,\r\n fragmentSourceCode: (shaderLanguage === ShaderLanguage.WGSL ? \"//\" : \"\") + \"#define SHADER_NAME fragment:\" + fragment + \"\\n\" + migratedFragmentCode,\r\n };\r\n } else {\r\n return {\r\n vertexSourceCode: migratedVertexCode,\r\n fragmentSourceCode: migratedFragmentCode,\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Creates and prepares a pipeline context\r\n * @internal\r\n */\r\nexport const createAndPreparePipelineContext = (\r\n options: ICreateAndPreparePipelineContextOptions,\r\n createPipelineContext: typeof AbstractEngine.prototype.createPipelineContext,\r\n _preparePipelineContext: typeof AbstractEngine.prototype._preparePipelineContext,\r\n _executeWhenRenderingStateIsCompiled: typeof AbstractEngine.prototype._executeWhenRenderingStateIsCompiled\r\n): IPipelineContext => {\r\n try {\r\n const stateObject = options.context ? getStateObject(options.context) : null;\r\n if (stateObject) {\r\n // will not remove the reference to parallelShaderPrecompile, but will prevent it from being used in the next shader compilation\r\n stateObject.disableParallelShaderCompile = options.disableParallelCompilation;\r\n }\r\n const pipelineContext: IPipelineContext = options.existingPipelineContext || createPipelineContext(options.shaderProcessingContext);\r\n pipelineContext._name = options.name;\r\n if (options.name && stateObject) {\r\n stateObject.cachedPipelines[options.name] = pipelineContext;\r\n }\r\n\r\n // Flagged as async as we may need to delay load some processing tools\r\n // This does not break anything as the execution is waiting for _executeWhenRenderingStateIsCompiled\r\n _preparePipelineContext(\r\n pipelineContext,\r\n options.vertex,\r\n options.fragment,\r\n !!options.createAsRaw,\r\n \"\",\r\n \"\",\r\n options.rebuildRebind,\r\n options.defines,\r\n options.transformFeedbackVaryings,\r\n \"\",\r\n () => {\r\n _executeWhenRenderingStateIsCompiled(pipelineContext, () => {\r\n options.onRenderingStateCompiled?.(pipelineContext);\r\n });\r\n }\r\n );\r\n\r\n return pipelineContext;\r\n } catch (e) {\r\n Logger.Error(\"Error compiling effect\");\r\n throw e;\r\n }\r\n};\r\n"]}
|
package/Materials/effect.js
CHANGED
|
@@ -112,6 +112,7 @@ export class Effect {
|
|
|
112
112
|
this._vertexSourceCodeOverride = "";
|
|
113
113
|
this._fragmentSourceCodeOverride = "";
|
|
114
114
|
this._transformFeedbackVaryings = null;
|
|
115
|
+
this._disableParallelShaderCompilation = false;
|
|
115
116
|
/**
|
|
116
117
|
* Compiled shader to webGL program.
|
|
117
118
|
* @internal
|
|
@@ -149,6 +150,7 @@ export class Effect {
|
|
|
149
150
|
this._transformFeedbackVaryings = options.transformFeedbackVaryings || null;
|
|
150
151
|
this._multiTarget = !!options.multiTarget;
|
|
151
152
|
this._shaderLanguage = options.shaderLanguage ?? 0 /* ShaderLanguage.GLSL */;
|
|
153
|
+
this._disableParallelShaderCompilation = !!options.disableParallelShaderCompilation;
|
|
152
154
|
if (options.uniformBuffersNames) {
|
|
153
155
|
this._uniformBuffersNamesList = options.uniformBuffersNames.slice();
|
|
154
156
|
for (let i = 0; i < options.uniformBuffersNames.length; i++) {
|
|
@@ -530,7 +532,7 @@ export class Effect {
|
|
|
530
532
|
transformFeedbackVaryings: this._transformFeedbackVaryings,
|
|
531
533
|
name: this._key.replace(/\r/g, "").replace(/\n/g, "|"),
|
|
532
534
|
createAsRaw: overrides,
|
|
533
|
-
|
|
535
|
+
disableParallelCompilation: this._disableParallelShaderCompilation,
|
|
534
536
|
shaderProcessingContext: this._processingContext,
|
|
535
537
|
onRenderingStateCompiled: (pipelineContext) => {
|
|
536
538
|
if (previousPipelineContext && !keepExistingPipelineContext) {
|