@babylonjs/core 7.5.0 → 7.6.1

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.
Files changed (230) hide show
  1. package/Audio/sound.js +3 -0
  2. package/Audio/sound.js.map +1 -1
  3. package/Bones/bone.js +1 -1
  4. package/Bones/bone.js.map +1 -1
  5. package/Buffers/storageBuffer.d.ts +2 -2
  6. package/Buffers/storageBuffer.js.map +1 -1
  7. package/Cameras/arcRotateCamera.js +3 -0
  8. package/Cameras/arcRotateCamera.js.map +1 -1
  9. package/Cameras/camera.js +1 -1
  10. package/Cameras/camera.js.map +1 -1
  11. package/Cameras/flyCamera.js +3 -0
  12. package/Cameras/flyCamera.js.map +1 -1
  13. package/Cameras/followCamera.js +4 -0
  14. package/Cameras/followCamera.js.map +1 -1
  15. package/Cameras/freeCamera.js +3 -0
  16. package/Cameras/freeCamera.js.map +1 -1
  17. package/Engines/Extensions/index.d.ts +0 -3
  18. package/Engines/Extensions/index.js +0 -3
  19. package/Engines/Extensions/index.js.map +1 -1
  20. package/Engines/WebGPU/Extensions/index.d.ts +0 -3
  21. package/Engines/WebGPU/Extensions/index.js +0 -3
  22. package/Engines/WebGPU/Extensions/index.js.map +1 -1
  23. package/Engines/abstractEngine.d.ts +0 -51
  24. package/Engines/abstractEngine.js +7 -3
  25. package/Engines/abstractEngine.js.map +1 -1
  26. package/Engines/engine.js +5 -2
  27. package/Engines/engine.js.map +1 -1
  28. package/Engines/nativeEngine.js +2 -2
  29. package/Engines/nativeEngine.js.map +1 -1
  30. package/Engines/thinEngine.functions.d.ts +0 -10
  31. package/Engines/thinEngine.functions.js +0 -19
  32. package/Engines/thinEngine.functions.js.map +1 -1
  33. package/Engines/thinEngine.js +18 -1
  34. package/Engines/thinEngine.js.map +1 -1
  35. package/Engines/webgpuEngine.d.ts +54 -2
  36. package/Engines/webgpuEngine.js +147 -0
  37. package/Engines/webgpuEngine.js.map +1 -1
  38. package/Inputs/scene.inputManager.d.ts +1 -0
  39. package/Inputs/scene.inputManager.js +1 -0
  40. package/Inputs/scene.inputManager.js.map +1 -1
  41. package/Lights/directionalLight.js +3 -0
  42. package/Lights/directionalLight.js.map +1 -1
  43. package/Lights/hemisphericLight.js +3 -0
  44. package/Lights/hemisphericLight.js.map +1 -1
  45. package/Lights/light.js +1 -1
  46. package/Lights/light.js.map +1 -1
  47. package/Lights/pointLight.js +3 -0
  48. package/Lights/pointLight.js.map +1 -1
  49. package/Lights/spotLight.js +3 -0
  50. package/Lights/spotLight.js.map +1 -1
  51. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +1 -1
  52. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  53. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +1 -1
  54. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  55. package/Materials/Node/Blocks/Dual/fogBlock.d.ts +1 -1
  56. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  57. package/Materials/Node/Blocks/Dual/imageSourceBlock.d.ts +1 -1
  58. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +9 -3
  59. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  60. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +1 -1
  61. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  62. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -1
  63. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  64. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +2 -2
  65. package/Materials/Node/Blocks/Dual/textureBlock.js +13 -3
  66. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  67. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +1 -1
  68. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  69. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +1 -1
  70. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  71. package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +1 -1
  72. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  73. package/Materials/Node/Blocks/Fragment/shadowMapBlock.d.ts +1 -1
  74. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  75. package/Materials/Node/Blocks/Input/animatedInputBlockTypes.d.ts +2 -1
  76. package/Materials/Node/Blocks/Input/animatedInputBlockTypes.js +1 -0
  77. package/Materials/Node/Blocks/Input/animatedInputBlockTypes.js.map +1 -1
  78. package/Materials/Node/Blocks/Input/inputBlock.d.ts +1 -1
  79. package/Materials/Node/Blocks/Input/inputBlock.js +16 -0
  80. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  81. package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +1 -1
  82. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  83. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +1 -1
  84. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  85. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
  86. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  87. package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +1 -1
  88. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  89. package/Materials/Node/Blocks/PBR/refractionBlock.d.ts +1 -1
  90. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  91. package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +1 -1
  92. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  93. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -1
  94. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  95. package/Materials/Node/Blocks/baseMathBlock.js +2 -4
  96. package/Materials/Node/Blocks/baseMathBlock.js.map +1 -1
  97. package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -1
  98. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  99. package/Materials/Node/Blocks/trigonometryBlock.d.ts +3 -1
  100. package/Materials/Node/Blocks/trigonometryBlock.js +6 -0
  101. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  102. package/Materials/Node/nodeMaterial.d.ts +6 -3
  103. package/Materials/Node/nodeMaterial.js +9 -6
  104. package/Materials/Node/nodeMaterial.js.map +1 -1
  105. package/Materials/Node/nodeMaterialBlock.d.ts +1 -1
  106. package/Materials/Node/nodeMaterialBlock.js +1 -1
  107. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  108. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +34 -14
  109. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +87 -9
  110. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  111. package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
  112. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  113. package/Materials/Textures/Loaders/ktxTextureLoader.js +1 -1
  114. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  115. package/Materials/Textures/htmlElementTexture.d.ts +0 -1
  116. package/Materials/Textures/htmlElementTexture.js +7 -2
  117. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  118. package/Materials/Textures/videoTexture.js +4 -2
  119. package/Materials/Textures/videoTexture.js.map +1 -1
  120. package/Materials/effect.functions.d.ts +1 -1
  121. package/Materials/effect.functions.js +4 -4
  122. package/Materials/effect.functions.js.map +1 -1
  123. package/Materials/effect.js +1 -1
  124. package/Materials/effect.js.map +1 -1
  125. package/Materials/effect.webgl.functions.js +2 -2
  126. package/Materials/effect.webgl.functions.js.map +1 -1
  127. package/Materials/imageProcessingConfiguration.js +3 -0
  128. package/Materials/imageProcessingConfiguration.js.map +1 -1
  129. package/Materials/materialPluginBase.js +3 -0
  130. package/Materials/materialPluginBase.js.map +1 -1
  131. package/Materials/shaderMaterial.js +18 -8
  132. package/Materials/shaderMaterial.js.map +1 -1
  133. package/Maths/math.color.d.ts +85 -82
  134. package/Maths/math.color.js +34 -27
  135. package/Maths/math.color.js.map +1 -1
  136. package/Maths/math.vector.d.ts +202 -202
  137. package/Maths/math.vector.js +133 -130
  138. package/Maths/math.vector.js.map +1 -1
  139. package/Maths/tensor.d.ts +44 -42
  140. package/Maths/tensor.js.map +1 -1
  141. package/Meshes/Compression/dracoCompression.d.ts +7 -0
  142. package/Meshes/Compression/dracoCompression.js +14 -0
  143. package/Meshes/Compression/dracoCompression.js.map +1 -1
  144. package/Meshes/instancedMesh.js +3 -0
  145. package/Meshes/instancedMesh.js.map +1 -1
  146. package/Meshes/transformNode.js +1 -1
  147. package/Meshes/transformNode.js.map +1 -1
  148. package/Misc/dumpTools.js +11 -0
  149. package/Misc/dumpTools.js.map +1 -1
  150. package/Misc/fileTools.d.ts +9 -9
  151. package/Misc/fileTools.js +17 -15
  152. package/Misc/fileTools.js.map +1 -1
  153. package/Misc/tools.d.ts +5 -0
  154. package/Misc/tools.js +9 -0
  155. package/Misc/tools.js.map +1 -1
  156. package/Misc/typeStore.d.ts +4 -0
  157. package/Misc/typeStore.js +11 -0
  158. package/Misc/typeStore.js.map +1 -1
  159. package/NOTICE.md +8 -0
  160. package/Particles/baseParticleSystem.js +3 -0
  161. package/Particles/baseParticleSystem.js.map +1 -1
  162. package/Particles/computeShaderParticleSystem.d.ts +2 -2
  163. package/Particles/computeShaderParticleSystem.js.map +1 -1
  164. package/Physics/v1/Plugins/ammoJSPlugin.js +39 -10
  165. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  166. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +3 -0
  167. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  168. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +4 -0
  169. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  170. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +7 -0
  171. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +40 -20
  172. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  173. package/Rendering/prePassRenderer.js +3 -0
  174. package/Rendering/prePassRenderer.js.map +1 -1
  175. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +8 -0
  176. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  177. package/Shaders/fluidRenderingRender.fragment.js +11 -2
  178. package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
  179. package/Shaders/screenSpaceReflection2.fragment.js +7 -1
  180. package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
  181. package/Shaders/sprites.fragment.d.ts +2 -0
  182. package/Shaders/sprites.fragment.js +8 -1
  183. package/Shaders/sprites.fragment.js.map +1 -1
  184. package/Shaders/sprites.vertex.d.ts +2 -0
  185. package/Shaders/sprites.vertex.js +4 -0
  186. package/Shaders/sprites.vertex.js.map +1 -1
  187. package/Shaders/ssao2.fragment.js +1 -1
  188. package/Shaders/ssao2.fragment.js.map +1 -1
  189. package/Sprites/spriteManager.d.ts +3 -0
  190. package/Sprites/spriteManager.js +11 -0
  191. package/Sprites/spriteManager.js.map +1 -1
  192. package/Sprites/spriteRenderer.d.ts +11 -3
  193. package/Sprites/spriteRenderer.js +49 -32
  194. package/Sprites/spriteRenderer.js.map +1 -1
  195. package/XR/features/WebXRNearInteraction.d.ts +6 -0
  196. package/XR/features/WebXRNearInteraction.js +14 -2
  197. package/XR/features/WebXRNearInteraction.js.map +1 -1
  198. package/XR/webXRManagedOutputCanvas.d.ts +2 -0
  199. package/XR/webXRManagedOutputCanvas.js +14 -6
  200. package/XR/webXRManagedOutputCanvas.js.map +1 -1
  201. package/abstractScene.js +3 -0
  202. package/abstractScene.js.map +1 -1
  203. package/assets/glslang/glslang.js +113 -0
  204. package/assets/glslang/glslang.wasm +0 -0
  205. package/assets/twgsl/twgsl.js +53 -0
  206. package/assets/twgsl/twgsl.wasm +0 -0
  207. package/node.d.ts +2 -1
  208. package/node.js +5 -1
  209. package/node.js.map +1 -1
  210. package/package.json +1 -1
  211. package/scene.js +3 -0
  212. package/scene.js.map +1 -1
  213. package/Engines/Extensions/engine.externalTexture.d.ts +0 -18
  214. package/Engines/Extensions/engine.externalTexture.js +0 -10
  215. package/Engines/Extensions/engine.externalTexture.js.map +0 -1
  216. package/Engines/Extensions/engine.storageBuffer.d.ts +0 -39
  217. package/Engines/Extensions/engine.storageBuffer.js +0 -16
  218. package/Engines/Extensions/engine.storageBuffer.js.map +0 -1
  219. package/Engines/Extensions/engine.textureSampler.d.ts +0 -12
  220. package/Engines/Extensions/engine.textureSampler.js +0 -6
  221. package/Engines/Extensions/engine.textureSampler.js.map +0 -1
  222. package/Engines/WebGPU/Extensions/engine.externalTexture.d.ts +0 -28
  223. package/Engines/WebGPU/Extensions/engine.externalTexture.js +0 -18
  224. package/Engines/WebGPU/Extensions/engine.externalTexture.js.map +0 -1
  225. package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +0 -50
  226. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +0 -88
  227. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +0 -1
  228. package/Engines/WebGPU/Extensions/engine.textureSampler.d.ts +0 -22
  229. package/Engines/WebGPU/Extensions/engine.textureSampler.js +0 -9
  230. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +0 -1
@@ -44,10 +44,20 @@ export declare class SpriteRenderer {
44
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  * and setting some specific blend modes.
45
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  */
46
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  disableDepthWrite: boolean;
47
+ private _fogEnabled;
47
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  /**
48
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  * Gets or sets a boolean indicating if the manager must consider scene fog when rendering
49
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  */
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- fogEnabled: boolean;
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+ get fogEnabled(): boolean;
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+ set fogEnabled(value: boolean);
53
+ protected _useLogarithmicDepth: boolean;
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+ /**
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+ * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
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+ * You can try switching to logarithmic depth.
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+ * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/logarithmicDepthBuffer
58
+ */
59
+ get useLogarithmicDepth(): boolean;
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+ set useLogarithmicDepth(value: boolean);
51
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  /**
52
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  * Gets the capacity of the manager
53
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  */
@@ -72,9 +82,7 @@ export declare class SpriteRenderer {
72
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  private _spriteBuffer;
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  private _indexBuffer;
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  private _drawWrapperBase;
75
- private _drawWrapperFog;
76
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  private _drawWrapperDepth;
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- private _drawWrapperFogDepth;
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  private _vertexArrayObject;
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  /**
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  * Creates a new sprite Renderer
@@ -5,12 +5,43 @@ import "../Engines/Extensions/engine.alpha.js";
5
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  import "../Engines/Extensions/engine.dynamicBuffer.js";
6
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  import "../Shaders/sprites.fragment.js";
7
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  import "../Shaders/sprites.vertex.js";
8
+ import { Logger } from "../Misc/logger.js";
9
+ import { BindLogDepth } from "../Materials/materialHelper.functions.js";
8
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  /**
9
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  * Class used to render sprites.
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  *
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  * It can be used either to render Sprites or ThinSprites with ThinEngine only.
12
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  */
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  export class SpriteRenderer {
16
+ /**
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+ * Gets or sets a boolean indicating if the manager must consider scene fog when rendering
18
+ */
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+ get fogEnabled() {
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+ return this._fogEnabled;
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+ }
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+ set fogEnabled(value) {
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+ if (this._fogEnabled === value) {
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+ return;
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+ }
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+ this._fogEnabled = value;
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+ this._createEffects();
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+ }
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+ /**
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+ * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
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+ * You can try switching to logarithmic depth.
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+ * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/logarithmicDepthBuffer
33
+ */
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+ get useLogarithmicDepth() {
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+ return this._useLogarithmicDepth;
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+ }
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+ set useLogarithmicDepth(value) {
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+ const fragmentDepthSupported = !!this._scene?.getEngine().getCaps().fragmentDepthSupported;
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+ if (value && !fragmentDepthSupported) {
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+ Logger.Warn("Logarithmic depth has been requested for a sprite renderer on a device that doesn't support it.");
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+ }
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+ this._useLogarithmicDepth = value && fragmentDepthSupported;
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+ this._createEffects();
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+ }
14
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  /**
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  * Gets the capacity of the manager
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  */
@@ -56,10 +87,7 @@ export class SpriteRenderer {
56
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  * and setting some specific blend modes.
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  */
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  this.disableDepthWrite = false;
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- /**
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- * Gets or sets a boolean indicating if the manager must consider scene fog when rendering
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- */
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- this.fogEnabled = true;
90
+ this._fogEnabled = true;
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  this._pixelPerfect = false;
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  this._useVAO = false;
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  this._useInstancing = false;
@@ -105,36 +133,28 @@ export class SpriteRenderer {
105
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  }
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  _createEffects() {
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  this._drawWrapperBase?.dispose();
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- this._drawWrapperFog?.dispose();
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  this._drawWrapperDepth?.dispose();
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- this._drawWrapperFogDepth?.dispose();
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  this._drawWrapperBase = new DrawWrapper(this._engine);
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- this._drawWrapperFog = new DrawWrapper(this._engine);
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  this._drawWrapperDepth = new DrawWrapper(this._engine, false);
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- this._drawWrapperFogDepth = new DrawWrapper(this._engine, false);
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  if (this._drawWrapperBase.drawContext) {
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  this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;
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  }
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- if (this._drawWrapperFog.drawContext) {
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- this._drawWrapperFog.drawContext.useInstancing = this._useInstancing;
120
- }
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  if (this._drawWrapperDepth.drawContext) {
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  this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;
123
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  }
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- if (this._drawWrapperFogDepth.drawContext) {
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- this._drawWrapperFogDepth.drawContext.useInstancing = this._useInstancing;
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+ let defines = "";
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+ if (this._pixelPerfect) {
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+ defines += "#define PIXEL_PERFECT\n";
126
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  }
127
- const defines = this._pixelPerfect ? "#define PIXEL_PERFECT\n" : "";
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- this._drawWrapperBase.effect = this._engine.createEffect("sprites", [VertexBuffer.PositionKind, "options", "offsets", "inverts", "cellInfo", VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], defines);
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+ if (this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0 && this._fogEnabled) {
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+ defines += "#define FOG\n";
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+ }
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+ if (this._useLogarithmicDepth) {
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+ defines += "#define LOGARITHMICDEPTH\n";
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+ }
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+ this._drawWrapperBase.effect = this._engine.createEffect("sprites", [VertexBuffer.PositionKind, "options", "offsets", "inverts", "cellInfo", VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor", "logarithmicDepthConstant"], ["diffuseSampler"], defines);
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  this._drawWrapperDepth.effect = this._drawWrapperBase.effect;
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  this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;
131
- if (this._scene) {
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- this._drawWrapperFog.effect = this._scene
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- .getEngine()
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- .createEffect("sprites", [VertexBuffer.PositionKind, "options", "offsets", "inverts", "cellInfo", VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], defines + "#define FOG");
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- this._drawWrapperFogDepth.effect = this._drawWrapperFog.effect;
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- this._drawWrapperFogDepth.materialContext = this._drawWrapperFog.materialContext;
137
- }
138
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  }
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  /**
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  * Render all child sprites
@@ -148,14 +168,9 @@ export class SpriteRenderer {
148
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  if (!this.texture || !this.texture.isReady() || !sprites.length) {
149
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  return;
150
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  }
151
- let drawWrapper = this._drawWrapperBase;
152
- let drawWrapperDepth = this._drawWrapperDepth;
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- let shouldRenderFog = false;
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- if (this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0) {
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- drawWrapper = this._drawWrapperFog;
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- drawWrapperDepth = this._drawWrapperFogDepth;
157
- shouldRenderFog = true;
158
- }
171
+ const drawWrapper = this._drawWrapperBase;
172
+ const drawWrapperDepth = this._drawWrapperDepth;
173
+ const shouldRenderFog = this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0;
159
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  const effect = drawWrapper.effect;
160
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  // Check
161
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  if (!effect.isReady()) {
@@ -202,6 +217,10 @@ export class SpriteRenderer {
202
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  effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
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  effect.setColor3("vFogColor", scene.fogColor);
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  }
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+ // Log. depth
221
+ if (this.useLogarithmicDepth && this._scene) {
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+ BindLogDepth(drawWrapper.defines, effect, this._scene);
223
+ }
205
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  if (this._useVAO) {
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  if (!this._vertexArrayObject) {
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  this._vertexArrayObject = engine.recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);
@@ -361,9 +380,7 @@ export class SpriteRenderer {
361
380
  this.texture = null;
362
381
  }
363
382
  this._drawWrapperBase.dispose();
364
- this._drawWrapperFog.dispose();
365
383
  this._drawWrapperDepth.dispose();
366
- this._drawWrapperFogDepth.dispose();
367
384
  }
368
385
  }
369
386
  //# sourceMappingURL=spriteRenderer.js.map
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IMatrixLike } from \"../Maths/math.like\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\n\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nimport \"../Engines/Extensions/engine.alpha\";\r\nimport \"../Engines/Extensions/engine.dynamicBuffer\";\r\n\r\nimport \"../Shaders/sprites.fragment\";\r\nimport \"../Shaders/sprites.vertex\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\n\r\n/**\r\n * Class used to render sprites.\r\n *\r\n * It can be used either to render Sprites or ThinSprites with ThinEngine only.\r\n */\r\nexport class SpriteRenderer {\r\n /**\r\n * Defines the texture of the spritesheet\r\n */\r\n public texture: Nullable<ThinTexture>;\r\n\r\n /**\r\n * Defines the default width of a cell in the spritesheet\r\n */\r\n public cellWidth: number;\r\n\r\n /**\r\n * Defines the default height of a cell in the spritesheet\r\n */\r\n public cellHeight: number;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public blendMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if alpha mode is automatically\r\n * reset.\r\n */\r\n public autoResetAlpha = true;\r\n\r\n /**\r\n * Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the manager must consider scene fog when rendering\r\n */\r\n public fogEnabled = true;\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n private _pixelPerfect = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * Note that pixel perfect mode is not supported in WebGL 1\r\n */\r\n public get pixelPerfect() {\r\n return this._pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n if (this._pixelPerfect === value) {\r\n return;\r\n }\r\n\r\n this._pixelPerfect = value;\r\n this._createEffects();\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _useVAO: boolean = false;\r\n private readonly _useInstancing: boolean = false;\r\n private readonly _scene: Nullable<Scene>;\r\n\r\n private readonly _capacity: number;\r\n private readonly _epsilon: number;\r\n\r\n private _vertexBufferSize: number;\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: DataBuffer;\r\n private _drawWrapperBase: DrawWrapper;\r\n private _drawWrapperFog: DrawWrapper;\r\n private _drawWrapperDepth: DrawWrapper;\r\n private _drawWrapperFogDepth: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n\r\n /**\r\n * Creates a new sprite Renderer\r\n * @param engine defines the engine the renderer works with\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(engine: AbstractEngine, capacity: number, epsilon: number = 0.01, scene: Nullable<Scene> = null) {\r\n this._capacity = capacity;\r\n this._epsilon = epsilon;\r\n\r\n this._engine = engine;\r\n this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n this._scene = scene;\r\n\r\n if (!this._useInstancing) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n // 16 when using instances\r\n this._vertexBufferSize = this._useInstancing ? 16 : 18;\r\n this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\r\n\r\n const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);\r\n const options = this._buffer.createVertexBuffer(\"options\", 4, 2, this._vertexBufferSize, this._useInstancing);\r\n\r\n let offset = 6;\r\n let offsets: VertexBuffer;\r\n\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n } else {\r\n offsets = this._buffer.createVertexBuffer(\"offsets\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n offset += 2;\r\n }\r\n\r\n const inverts = this._buffer.createVertexBuffer(\"inverts\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n const cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", offset + 2, 4, this._vertexBufferSize, this._useInstancing);\r\n const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"offsets\"] = offsets;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n this._createEffects();\r\n }\r\n\r\n private _createEffects() {\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperFog?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n this._drawWrapperFogDepth?.dispose();\r\n\r\n this._drawWrapperBase = new DrawWrapper(this._engine);\r\n this._drawWrapperFog = new DrawWrapper(this._engine);\r\n this._drawWrapperDepth = new DrawWrapper(this._engine, false);\r\n this._drawWrapperFogDepth = new DrawWrapper(this._engine, false);\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperFog.drawContext) {\r\n this._drawWrapperFog.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperDepth.drawContext) {\r\n this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperFogDepth.drawContext) {\r\n this._drawWrapperFogDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n\r\n const defines = this._pixelPerfect ? \"#define PIXEL_PERFECT\\n\" : \"\";\r\n\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\"],\r\n [\"diffuseSampler\"],\r\n defines\r\n );\r\n\r\n this._drawWrapperDepth.effect = this._drawWrapperBase.effect;\r\n this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;\r\n\r\n if (this._scene) {\r\n this._drawWrapperFog.effect = this._scene\r\n .getEngine()\r\n .createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\", \"vFogInfos\", \"vFogColor\"],\r\n [\"diffuseSampler\"],\r\n defines + \"#define FOG\"\r\n );\r\n this._drawWrapperFogDepth.effect = this._drawWrapperFog.effect;\r\n this._drawWrapperFogDepth.materialContext = this._drawWrapperFog.materialContext;\r\n }\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n * @param sprites defines the list of sprites to render\r\n * @param deltaTime defines the time since last frame\r\n * @param viewMatrix defines the viewMatrix to use to render the sprites\r\n * @param projectionMatrix defines the projectionMatrix to use to render the sprites\r\n * @param customSpriteUpdate defines a custom function to update the sprites data before they render\r\n */\r\n public render(\r\n sprites: ThinSprite[],\r\n deltaTime: number,\r\n viewMatrix: IMatrixLike,\r\n projectionMatrix: IMatrixLike,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void> = null\r\n ): void {\r\n if (!this.texture || !this.texture.isReady() || !sprites.length) {\r\n return;\r\n }\r\n\r\n let drawWrapper = this._drawWrapperBase;\r\n let drawWrapperDepth = this._drawWrapperDepth;\r\n let shouldRenderFog = false;\r\n if (this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0) {\r\n drawWrapper = this._drawWrapperFog;\r\n drawWrapperDepth = this._drawWrapperFogDepth;\r\n shouldRenderFog = true;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this._engine;\r\n const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);\r\n const baseSize = this.texture.getBaseSize();\r\n\r\n // Sprites\r\n const max = Math.min(this._capacity, sprites.length);\r\n\r\n let offset = 0;\r\n let noSprite = true;\r\n for (let index = 0; index < max; index++) {\r\n const sprite = sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n sprite._animate(deltaTime);\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n }\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n\r\n const culling = !!engine.depthCullingState.cull;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n const zOffsetUnits = engine.depthCullingState.zOffsetUnits;\r\n\r\n engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n effect.setTexture(\"diffuseSampler\", this.texture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n\r\n // Scene Info\r\n if (shouldRenderFog) {\r\n const scene = this._scene!;\r\n\r\n // Fog\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = (engine as ThinEngine).recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n (engine as ThinEngine).bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n // Draw order\r\n engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? Constants.GEQUAL : Constants.LEQUAL;\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.enableEffect(drawWrapperDepth);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n engine.enableEffect(drawWrapper);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this.blendMode);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n\r\n if (this.autoResetAlpha) {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Right Handed\r\n if (useRightHandedSystem) {\r\n this._scene!.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n private _appendSpriteVertex(\r\n index: number,\r\n sprite: ThinSprite,\r\n offsetX: number,\r\n offsetY: number,\r\n baseSize: ISize,\r\n useRightHandedSystem: boolean,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void>\r\n ): void {\r\n let arrayOffset = index * this._vertexBufferSize;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n if (customSpriteUpdate) {\r\n customSpriteUpdate(sprite, baseSize);\r\n } else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n\r\n const rowSize = baseSize.width / this.cellWidth;\r\n const offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;\r\n sprite._yOffset = (offset * this.cellHeight) / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n\r\n if (!this._useInstancing) {\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n } else {\r\n arrayOffset -= 2;\r\n }\r\n\r\n // Inverts according to Right Handed\r\n if (useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n } else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n const indices = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the renderer (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n if (this._indexBuffer) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._useVAO) {\r\n this._vertexArrayObject = undefined as any;\r\n }\r\n\r\n this._buffer._rebuild();\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = <VertexBuffer>this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n\r\n this._spriteBuffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (<any>this._buffer) = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (<any>this._spriteBuffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n (<any>this._indexBuffer) = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n (<any>this.texture) = null;\r\n }\r\n this._drawWrapperBase.dispose();\r\n this._drawWrapperFog.dispose();\r\n this._drawWrapperDepth.dispose();\r\n this._drawWrapperFogDepth.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IMatrixLike } from \"../Maths/math.like\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\n\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nimport \"../Engines/Extensions/engine.alpha\";\r\nimport \"../Engines/Extensions/engine.dynamicBuffer\";\r\n\r\nimport \"../Shaders/sprites.fragment\";\r\nimport \"../Shaders/sprites.vertex\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { BindLogDepth } from \"core/Materials/materialHelper.functions\";\r\n\r\n/**\r\n * Class used to render sprites.\r\n *\r\n * It can be used either to render Sprites or ThinSprites with ThinEngine only.\r\n */\r\nexport class SpriteRenderer {\r\n /**\r\n * Defines the texture of the spritesheet\r\n */\r\n public texture: Nullable<ThinTexture>;\r\n\r\n /**\r\n * Defines the default width of a cell in the spritesheet\r\n */\r\n public cellWidth: number;\r\n\r\n /**\r\n * Defines the default height of a cell in the spritesheet\r\n */\r\n public cellHeight: number;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public blendMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if alpha mode is automatically\r\n * reset.\r\n */\r\n public autoResetAlpha = true;\r\n\r\n /**\r\n * Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n private _fogEnabled = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the manager must consider scene fog when rendering\r\n */\r\n public get fogEnabled() {\r\n return this._fogEnabled;\r\n }\r\n\r\n public set fogEnabled(value: boolean) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n\r\n this._fogEnabled = value;\r\n this._createEffects();\r\n }\r\n\r\n protected _useLogarithmicDepth: boolean;\r\n\r\n /**\r\n * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)\r\n * You can try switching to logarithmic depth.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/logarithmicDepthBuffer\r\n */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._useLogarithmicDepth;\r\n }\r\n\r\n public set useLogarithmicDepth(value: boolean) {\r\n const fragmentDepthSupported = !!this._scene?.getEngine().getCaps().fragmentDepthSupported;\r\n\r\n if (value && !fragmentDepthSupported) {\r\n Logger.Warn(\"Logarithmic depth has been requested for a sprite renderer on a device that doesn't support it.\");\r\n }\r\n\r\n this._useLogarithmicDepth = value && fragmentDepthSupported;\r\n this._createEffects();\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n private _pixelPerfect = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * Note that pixel perfect mode is not supported in WebGL 1\r\n */\r\n public get pixelPerfect() {\r\n return this._pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n if (this._pixelPerfect === value) {\r\n return;\r\n }\r\n\r\n this._pixelPerfect = value;\r\n this._createEffects();\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _useVAO: boolean = false;\r\n private readonly _useInstancing: boolean = false;\r\n private readonly _scene: Nullable<Scene>;\r\n\r\n private readonly _capacity: number;\r\n private readonly _epsilon: number;\r\n\r\n private _vertexBufferSize: number;\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: DataBuffer;\r\n private _drawWrapperBase: DrawWrapper;\r\n private _drawWrapperDepth: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n\r\n /**\r\n * Creates a new sprite Renderer\r\n * @param engine defines the engine the renderer works with\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(engine: AbstractEngine, capacity: number, epsilon: number = 0.01, scene: Nullable<Scene> = null) {\r\n this._capacity = capacity;\r\n this._epsilon = epsilon;\r\n\r\n this._engine = engine;\r\n this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n this._scene = scene;\r\n\r\n if (!this._useInstancing) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n // 16 when using instances\r\n this._vertexBufferSize = this._useInstancing ? 16 : 18;\r\n this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\r\n\r\n const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);\r\n const options = this._buffer.createVertexBuffer(\"options\", 4, 2, this._vertexBufferSize, this._useInstancing);\r\n\r\n let offset = 6;\r\n let offsets: VertexBuffer;\r\n\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n } else {\r\n offsets = this._buffer.createVertexBuffer(\"offsets\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n offset += 2;\r\n }\r\n\r\n const inverts = this._buffer.createVertexBuffer(\"inverts\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n const cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", offset + 2, 4, this._vertexBufferSize, this._useInstancing);\r\n const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"offsets\"] = offsets;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n this._createEffects();\r\n }\r\n\r\n private _createEffects() {\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n\r\n this._drawWrapperBase = new DrawWrapper(this._engine);\r\n this._drawWrapperDepth = new DrawWrapper(this._engine, false);\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperDepth.drawContext) {\r\n this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n\r\n let defines = \"\";\r\n\r\n if (this._pixelPerfect) {\r\n defines += \"#define PIXEL_PERFECT\\n\";\r\n }\r\n if (this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0 && this._fogEnabled) {\r\n defines += \"#define FOG\\n\";\r\n }\r\n if (this._useLogarithmicDepth) {\r\n defines += \"#define LOGARITHMICDEPTH\\n\";\r\n }\r\n\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\", \"vFogInfos\", \"vFogColor\", \"logarithmicDepthConstant\"],\r\n [\"diffuseSampler\"],\r\n defines\r\n );\r\n\r\n this._drawWrapperDepth.effect = this._drawWrapperBase.effect;\r\n this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n * @param sprites defines the list of sprites to render\r\n * @param deltaTime defines the time since last frame\r\n * @param viewMatrix defines the viewMatrix to use to render the sprites\r\n * @param projectionMatrix defines the projectionMatrix to use to render the sprites\r\n * @param customSpriteUpdate defines a custom function to update the sprites data before they render\r\n */\r\n public render(\r\n sprites: ThinSprite[],\r\n deltaTime: number,\r\n viewMatrix: IMatrixLike,\r\n projectionMatrix: IMatrixLike,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void> = null\r\n ): void {\r\n if (!this.texture || !this.texture.isReady() || !sprites.length) {\r\n return;\r\n }\r\n\r\n const drawWrapper = this._drawWrapperBase;\r\n const drawWrapperDepth = this._drawWrapperDepth;\r\n const shouldRenderFog = this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0;\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this._engine;\r\n const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);\r\n const baseSize = this.texture.getBaseSize();\r\n\r\n // Sprites\r\n const max = Math.min(this._capacity, sprites.length);\r\n\r\n let offset = 0;\r\n let noSprite = true;\r\n for (let index = 0; index < max; index++) {\r\n const sprite = sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n sprite._animate(deltaTime);\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n }\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n\r\n const culling = !!engine.depthCullingState.cull;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n const zOffsetUnits = engine.depthCullingState.zOffsetUnits;\r\n\r\n engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n effect.setTexture(\"diffuseSampler\", this.texture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n\r\n // Scene Info\r\n if (shouldRenderFog) {\r\n const scene = this._scene!;\r\n\r\n // Fog\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth && this._scene) {\r\n BindLogDepth(drawWrapper.defines, effect, this._scene);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = (engine as ThinEngine).recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n (engine as ThinEngine).bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n // Draw order\r\n engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? Constants.GEQUAL : Constants.LEQUAL;\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.enableEffect(drawWrapperDepth);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n engine.enableEffect(drawWrapper);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this.blendMode);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n\r\n if (this.autoResetAlpha) {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Right Handed\r\n if (useRightHandedSystem) {\r\n this._scene!.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n private _appendSpriteVertex(\r\n index: number,\r\n sprite: ThinSprite,\r\n offsetX: number,\r\n offsetY: number,\r\n baseSize: ISize,\r\n useRightHandedSystem: boolean,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void>\r\n ): void {\r\n let arrayOffset = index * this._vertexBufferSize;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n if (customSpriteUpdate) {\r\n customSpriteUpdate(sprite, baseSize);\r\n } else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n\r\n const rowSize = baseSize.width / this.cellWidth;\r\n const offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;\r\n sprite._yOffset = (offset * this.cellHeight) / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n\r\n if (!this._useInstancing) {\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n } else {\r\n arrayOffset -= 2;\r\n }\r\n\r\n // Inverts according to Right Handed\r\n if (useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n } else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n const indices = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the renderer (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n if (this._indexBuffer) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._useVAO) {\r\n this._vertexArrayObject = undefined as any;\r\n }\r\n\r\n this._buffer._rebuild();\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = <VertexBuffer>this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n\r\n this._spriteBuffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (<any>this._buffer) = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (<any>this._spriteBuffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n (<any>this._indexBuffer) = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n (<any>this.texture) = null;\r\n }\r\n this._drawWrapperBase.dispose();\r\n this._drawWrapperDepth.dispose();\r\n }\r\n}\r\n"]}
@@ -70,6 +70,12 @@ export interface IWebXRNearInteractionOptions {
70
70
  * Optional material for the motion controller orb, if enabled
71
71
  */
72
72
  motionControllerOrbMaterial?: Material;
73
+ /**
74
+ * If provided, this URL will be used by Node Material to generate the material for the motion controller orb
75
+ * If not provided, a snippet will be downloaded from the Babylon.js snippet server CDN.
76
+ * The NME JSON file can be found here - https://github.com/BabylonJS/Assets/blob/master/nme/nearInteractionTouchMaterial.json
77
+ */
78
+ motionControllerTouchMaterialSnippetUrl?: string;
73
79
  }
74
80
  /**
75
81
  * A module that will enable near interaction near interaction for hands and motion controllers of XR Input Sources
@@ -13,6 +13,7 @@ import { Animation } from "../../Animations/animation.js";
13
13
  import { QuadraticEase, EasingFunction } from "../../Animations/easing.js";
14
14
  // side effects
15
15
  import "../../Meshes/subMesh.project.js";
16
+ import { Logger } from "../../Misc/logger.js";
16
17
  // Tracks the interaction animation state when using a motion controller with a near interaction orb
17
18
  var ControllerOrbAnimationState;
18
19
  (function (ControllerOrbAnimationState) {
@@ -651,8 +652,19 @@ export class WebXRNearInteraction extends WebXRAbstractFeature {
651
652
  touchCollisionMesh.material = this._options.motionControllerOrbMaterial;
652
653
  }
653
654
  else {
654
- NodeMaterial.ParseFromSnippetAsync("8RUNKL#3", meshCreationScene).then((nodeMaterial) => {
655
- touchCollisionMesh.material = nodeMaterial;
655
+ let parsePromise;
656
+ if (this._options.motionControllerTouchMaterialSnippetUrl) {
657
+ parsePromise = NodeMaterial.ParseFromFileAsync("motionControllerTouchMaterial", this._options.motionControllerTouchMaterialSnippetUrl, meshCreationScene);
658
+ }
659
+ else {
660
+ parsePromise = NodeMaterial.ParseFromSnippetAsync("8RUNKL#3", meshCreationScene);
661
+ }
662
+ parsePromise
663
+ .then((mat) => {
664
+ touchCollisionMesh.material = mat;
665
+ })
666
+ .catch((err) => {
667
+ Logger.Warn(`Error creating touch material in WebXRNearInteraction: ${err}`);
656
668
  });
657
669
  }
658
670
  const easingFunction = new QuadraticEase();