@babylonjs/core 8.12.1 → 8.13.1

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Files changed (159) hide show
  1. package/AudioV2/abstractAudio/abstractAudioBus.d.ts +4 -21
  2. package/AudioV2/abstractAudio/abstractAudioBus.js +2 -34
  3. package/AudioV2/abstractAudio/abstractAudioBus.js.map +1 -1
  4. package/AudioV2/abstractAudio/abstractAudioOutNode.d.ts +40 -0
  5. package/AudioV2/abstractAudio/abstractAudioOutNode.js +56 -0
  6. package/AudioV2/abstractAudio/abstractAudioOutNode.js.map +1 -0
  7. package/AudioV2/abstractAudio/abstractSoundSource.d.ts +5 -16
  8. package/AudioV2/abstractAudio/abstractSoundSource.js +2 -27
  9. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  10. package/AudioV2/abstractAudio/audioEngineV2.d.ts +13 -0
  11. package/AudioV2/abstractAudio/audioEngineV2.js +4 -0
  12. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  13. package/AudioV2/abstractAudio/index.d.ts +1 -0
  14. package/AudioV2/abstractAudio/index.js +1 -0
  15. package/AudioV2/abstractAudio/index.js.map +1 -1
  16. package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.d.ts +3 -0
  17. package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js.map +1 -1
  18. package/AudioV2/audioParameter.d.ts +31 -0
  19. package/AudioV2/audioParameter.js +19 -0
  20. package/AudioV2/audioParameter.js.map +1 -0
  21. package/AudioV2/audioUtils.d.ts +3 -0
  22. package/AudioV2/audioUtils.js +61 -0
  23. package/AudioV2/audioUtils.js.map +1 -1
  24. package/AudioV2/index.d.ts +1 -0
  25. package/AudioV2/index.js +1 -0
  26. package/AudioV2/index.js.map +1 -1
  27. package/AudioV2/webAudio/components/webAudioParameterComponent.d.ts +37 -0
  28. package/AudioV2/webAudio/components/webAudioParameterComponent.js +89 -0
  29. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -0
  30. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +8 -0
  31. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +24 -6
  32. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  33. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +2 -0
  34. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +9 -4
  35. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
  36. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +7 -1
  37. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +14 -5
  38. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
  39. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +92 -30
  40. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  41. package/AudioV2/webAudio/webAudioEngine.d.ts +4 -2
  42. package/AudioV2/webAudio/webAudioEngine.js +9 -4
  43. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  44. package/AudioV2/webAudio/webAudioMainOut.d.ts +6 -2
  45. package/AudioV2/webAudio/webAudioMainOut.js +15 -10
  46. package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
  47. package/AudioV2/webAudio/webAudioStaticSound.d.ts +4 -2
  48. package/AudioV2/webAudio/webAudioStaticSound.js +17 -14
  49. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  50. package/BakedVertexAnimation/vertexAnimationBaker.d.ts +10 -2
  51. package/BakedVertexAnimation/vertexAnimationBaker.js +48 -2
  52. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  53. package/Behaviors/Meshes/pointerDragBehavior.d.ts +5 -0
  54. package/Behaviors/Meshes/pointerDragBehavior.js +7 -1
  55. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  56. package/Cameras/camera.d.ts +6 -0
  57. package/Cameras/camera.js +8 -0
  58. package/Cameras/camera.js.map +1 -1
  59. package/Engines/abstractEngine.js +2 -2
  60. package/Engines/abstractEngine.js.map +1 -1
  61. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.d.ts +1 -1
  62. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js +27 -18
  63. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js.map +1 -1
  64. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.d.ts +55 -3
  65. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +83 -2
  66. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  67. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  68. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  69. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js.map +1 -1
  70. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  71. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSetDelayBlock.js.map +1 -1
  72. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +1 -0
  73. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +23 -2
  74. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
  75. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +5 -5
  76. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  77. package/FlowGraph/Blocks/flowGraphBlockFactory.js +10 -0
  78. package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
  79. package/FlowGraph/Blocks/flowGraphBlockNames.d.ts +5 -0
  80. package/FlowGraph/Blocks/flowGraphBlockNames.js +5 -0
  81. package/FlowGraph/Blocks/flowGraphBlockNames.js.map +1 -1
  82. package/FlowGraph/flowGraphRichTypes.js +10 -8
  83. package/FlowGraph/flowGraphRichTypes.js.map +1 -1
  84. package/FlowGraph/utils.d.ts +3 -3
  85. package/FlowGraph/utils.js +5 -4
  86. package/FlowGraph/utils.js.map +1 -1
  87. package/Gizmos/boundingBoxGizmo.d.ts +6 -0
  88. package/Gizmos/boundingBoxGizmo.js +16 -1
  89. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  90. package/Instrumentation/engineInstrumentation.d.ts +2 -2
  91. package/Instrumentation/engineInstrumentation.js +5 -0
  92. package/Instrumentation/engineInstrumentation.js.map +1 -1
  93. package/Instrumentation/sceneInstrumentation.d.ts +1 -0
  94. package/Instrumentation/sceneInstrumentation.js +5 -0
  95. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  96. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -0
  97. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  98. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +2 -5
  99. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +8 -71
  100. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
  101. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +2 -0
  102. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +7 -8
  103. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  104. package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
  105. package/Materials/Node/Blocks/Fragment/index.js +1 -0
  106. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  107. package/Materials/Node/Blocks/Fragment/smartFilterFragmentOutputBlock.d.ts +29 -0
  108. package/Materials/Node/Blocks/Fragment/smartFilterFragmentOutputBlock.js +100 -0
  109. package/Materials/Node/Blocks/Fragment/smartFilterFragmentOutputBlock.js.map +1 -0
  110. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +3 -1
  111. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  112. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -0
  113. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  114. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +5 -5
  115. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  116. package/Materials/Node/nodeMaterial.js +1 -1
  117. package/Materials/Node/nodeMaterial.js.map +1 -1
  118. package/Materials/Node/nodeMaterialBuildState.d.ts +0 -2
  119. package/Materials/Node/nodeMaterialBuildState.js +0 -2
  120. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  121. package/Materials/Node/nodeMaterialDefault.js +2 -1
  122. package/Materials/Node/nodeMaterialDefault.js.map +1 -1
  123. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +10 -3
  124. package/Materials/PBR/pbrSubSurfaceConfiguration.js +16 -5
  125. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  126. package/Maths/math.vector.d.ts +14 -0
  127. package/Maths/math.vector.functions.d.ts +25 -1
  128. package/Maths/math.vector.functions.js +35 -0
  129. package/Maths/math.vector.functions.js.map +1 -1
  130. package/Maths/math.vector.js +28 -0
  131. package/Maths/math.vector.js.map +1 -1
  132. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +6 -0
  133. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +11 -4
  134. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  135. package/Meshes/csg2.js +1 -1
  136. package/Meshes/csg2.js.map +1 -1
  137. package/Meshes/linesMesh.d.ts +4 -12
  138. package/Meshes/linesMesh.js +15 -24
  139. package/Meshes/linesMesh.js.map +1 -1
  140. package/Misc/environmentTextureTools.d.ts +4 -1
  141. package/Misc/environmentTextureTools.js +9 -2
  142. package/Misc/environmentTextureTools.js.map +1 -1
  143. package/Morph/morphTargetManager.d.ts +5 -0
  144. package/Morph/morphTargetManager.js +8 -0
  145. package/Morph/morphTargetManager.js.map +1 -1
  146. package/Particles/Node/Blocks/particleDebugBlock.d.ts +6 -0
  147. package/Particles/Node/Blocks/particleDebugBlock.js +10 -0
  148. package/Particles/Node/Blocks/particleDebugBlock.js.map +1 -1
  149. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +16 -2
  150. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  151. package/Shaders/gaussianSplatting.vertex.js +2 -3
  152. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  153. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +17 -2
  154. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  155. package/ShadersWGSL/gaussianSplatting.vertex.js +2 -3
  156. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  157. package/XR/features/WebXRControllerPointerSelection.js +3 -3
  158. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  159. package/package.json +1 -1
@@ -1 +1 @@
1
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{ Tools } from \"../Misc/tools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { PerfCounter } from \"../Misc/perfCounter\";\r\n/**\r\n * This class can be used to get instrumentation data from a Babylon engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#sceneinstrumentation\r\n */\r\nexport class SceneInstrumentation implements IDisposable {\r\n private _captureActiveMeshesEvaluationTime = false;\r\n private _activeMeshesEvaluationTime = new PerfCounter();\r\n\r\n private _captureRenderTargetsRenderTime = false;\r\n private _renderTargetsRenderTime = new PerfCounter();\r\n\r\n private _captureFrameTime = false;\r\n private _frameTime = new PerfCounter();\r\n\r\n private _captureRenderTime = false;\r\n private _renderTime = new PerfCounter();\r\n\r\n private _captureInterFrameTime = false;\r\n private _interFrameTime = new PerfCounter();\r\n\r\n private _captureParticlesRenderTime = false;\r\n private _particlesRenderTime = new PerfCounter();\r\n\r\n private _captureSpritesRenderTime = false;\r\n private _spritesRenderTime = new PerfCounter();\r\n\r\n private _capturePhysicsTime = false;\r\n private _physicsTime = new PerfCounter();\r\n\r\n private _captureAnimationsTime = false;\r\n private _animationsTime = new PerfCounter();\r\n\r\n private _captureCameraRenderTime = false;\r\n private _cameraRenderTime = new PerfCounter();\r\n\r\n // Observers\r\n private _onBeforeActiveMeshesEvaluationObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterActiveMeshesEvaluationObserver: Nullable<Observer<Scene>> = null;\r\n private _onBeforeRenderTargetsRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterRenderTargetsRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeDrawPhaseObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterDrawPhaseObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeAnimationsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeParticlesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterParticlesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeSpritesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterSpritesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforePhysicsObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterPhysicsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onAfterAnimationsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeCameraRenderObserver: Nullable<Observer<Camera>> = null;\r\n private _onAfterCameraRenderObserver: Nullable<Observer<Camera>> = null;\r\n\r\n // Properties\r\n /**\r\n * Gets the perf counter used for active meshes evaluation time\r\n */\r\n public get activeMeshesEvaluationTimeCounter(): PerfCounter {\r\n return this._activeMeshesEvaluationTime;\r\n }\r\n\r\n /**\r\n * Gets the active meshes evaluation time capture status\r\n */\r\n public get captureActiveMeshesEvaluationTime(): boolean {\r\n return this._captureActiveMeshesEvaluationTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the active meshes evaluation time capture\r\n */\r\n public set captureActiveMeshesEvaluationTime(value: boolean) {\r\n if (value === this._captureActiveMeshesEvaluationTime) {\r\n return;\r\n }\r\n\r\n this._captureActiveMeshesEvaluationTime = value;\r\n\r\n if (value) {\r\n this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Active meshes evaluation\");\r\n this._activeMeshesEvaluationTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Active meshes evaluation\");\r\n this._activeMeshesEvaluationTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);\r\n this._onBeforeActiveMeshesEvaluationObserver = null;\r\n\r\n this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);\r\n this._onAfterActiveMeshesEvaluationObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for render targets render time\r\n */\r\n public get renderTargetsRenderTimeCounter(): PerfCounter {\r\n return this._renderTargetsRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the render targets render time capture status\r\n */\r\n public get captureRenderTargetsRenderTime(): boolean {\r\n return this._captureRenderTargetsRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the render targets render time capture\r\n */\r\n public set captureRenderTargetsRenderTime(value: boolean) {\r\n if (value === this._captureRenderTargetsRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureRenderTargetsRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Render targets rendering\");\r\n this._renderTargetsRenderTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Render targets rendering\");\r\n this._renderTargetsRenderTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);\r\n this._onBeforeRenderTargetsRenderObserver = null;\r\n\r\n this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);\r\n this._onAfterRenderTargetsRenderObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for particles render time\r\n */\r\n public get particlesRenderTimeCounter(): PerfCounter {\r\n return this._particlesRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the particles render time capture status\r\n */\r\n public get captureParticlesRenderTime(): boolean {\r\n return this._captureParticlesRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the particles render time capture\r\n */\r\n public set captureParticlesRenderTime(value: boolean) {\r\n if (value === this._captureParticlesRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureParticlesRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Particles\");\r\n this._particlesRenderTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Particles\");\r\n this._particlesRenderTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);\r\n this._onBeforeParticlesRenderingObserver = null;\r\n\r\n this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);\r\n this._onAfterParticlesRenderingObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for sprites render time\r\n */\r\n public get spritesRenderTimeCounter(): PerfCounter {\r\n return this._spritesRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the sprites render time capture status\r\n */\r\n public get captureSpritesRenderTime(): boolean {\r\n return this._captureSpritesRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the sprites render time capture\r\n */\r\n public set captureSpritesRenderTime(value: boolean) {\r\n if (value === this._captureSpritesRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureSpritesRenderTime = value;\r\n\r\n if (!this.scene.spriteManagers) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Sprites\");\r\n this._spritesRenderTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Sprites\");\r\n this._spritesRenderTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);\r\n this._onBeforeSpritesRenderingObserver = null;\r\n\r\n this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);\r\n this._onAfterSpritesRenderingObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for physics time\r\n */\r\n public get physicsTimeCounter(): PerfCounter {\r\n return this._physicsTime;\r\n }\r\n\r\n /**\r\n * Gets the physics time capture status\r\n */\r\n public get capturePhysicsTime(): boolean {\r\n return this._capturePhysicsTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the physics time capture\r\n */\r\n public set capturePhysicsTime(value: boolean) {\r\n if (value === this._capturePhysicsTime) {\r\n return;\r\n }\r\n\r\n if (!this.scene.onBeforePhysicsObservable) {\r\n return;\r\n }\r\n\r\n this._capturePhysicsTime = value;\r\n\r\n if (value) {\r\n this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Physics\");\r\n this._physicsTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Physics\");\r\n this._physicsTime.endMonitoring();\r\n });\r\n } else {\r\n this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);\r\n this._onBeforePhysicsObserver = null;\r\n\r\n this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);\r\n this._onAfterPhysicsObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for animations time\r\n */\r\n public get animationsTimeCounter(): PerfCounter {\r\n return this._animationsTime;\r\n }\r\n\r\n /**\r\n * Gets the animations time capture status\r\n */\r\n public get captureAnimationsTime(): boolean {\r\n return this._captureAnimationsTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the animations time capture\r\n */\r\n public set captureAnimationsTime(value: boolean) {\r\n if (value === this._captureAnimationsTime) {\r\n return;\r\n }\r\n\r\n this._captureAnimationsTime = value;\r\n\r\n if (value) {\r\n this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(() => {\r\n this._animationsTime.endMonitoring();\r\n });\r\n } else {\r\n this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);\r\n this._onAfterAnimationsObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for frame time capture\r\n */\r\n public get frameTimeCounter(): PerfCounter {\r\n return this._frameTime;\r\n }\r\n\r\n /**\r\n * Gets the frame time capture status\r\n */\r\n public get captureFrameTime(): boolean {\r\n return this._captureFrameTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the frame time capture\r\n */\r\n public set captureFrameTime(value: boolean) {\r\n this._captureFrameTime = value;\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for inter-frames time capture\r\n */\r\n public get interFrameTimeCounter(): PerfCounter {\r\n return this._interFrameTime;\r\n }\r\n\r\n /**\r\n * Gets the inter-frames time capture status\r\n */\r\n public get captureInterFrameTime(): boolean {\r\n return this._captureInterFrameTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the inter-frames time capture\r\n */\r\n public set captureInterFrameTime(value: boolean) {\r\n this._captureInterFrameTime = value;\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for render time capture\r\n */\r\n public get renderTimeCounter(): PerfCounter {\r\n return this._renderTime;\r\n }\r\n\r\n /**\r\n * Gets the render time capture status\r\n */\r\n public get captureRenderTime(): boolean {\r\n return this._captureRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the render time capture\r\n */\r\n public set captureRenderTime(value: boolean) {\r\n if (value === this._captureRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(() => {\r\n this._renderTime.beginMonitoring();\r\n Tools.StartPerformanceCounter(\"Main render\");\r\n });\r\n\r\n this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(() => {\r\n this._renderTime.endMonitoring(false);\r\n Tools.EndPerformanceCounter(\"Main render\");\r\n });\r\n } else {\r\n this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);\r\n this._onBeforeDrawPhaseObserver = null;\r\n this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);\r\n this._onAfterDrawPhaseObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for camera render time capture\r\n */\r\n public get cameraRenderTimeCounter(): PerfCounter {\r\n return this._cameraRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the camera render time capture status\r\n */\r\n public get captureCameraRenderTime(): boolean {\r\n return this._captureCameraRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the camera render time capture\r\n */\r\n public set captureCameraRenderTime(value: boolean) {\r\n if (value === this._captureCameraRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureCameraRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add((camera) => {\r\n this._cameraRenderTime.beginMonitoring();\r\n Tools.StartPerformanceCounter(`Rendering camera ${camera.name}`);\r\n });\r\n\r\n this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add((camera) => {\r\n this._cameraRenderTime.endMonitoring(false);\r\n Tools.EndPerformanceCounter(`Rendering camera ${camera.name}`);\r\n });\r\n } else {\r\n this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._onBeforeCameraRenderObserver = null;\r\n this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);\r\n this._onAfterCameraRenderObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for draw calls\r\n */\r\n public get drawCallsCounter(): PerfCounter {\r\n return this.scene.getEngine()._drawCalls;\r\n }\r\n\r\n /**\r\n * Instantiates a new scene instrumentation.\r\n * This class can be used to get instrumentation data from a Babylon engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#sceneinstrumentation\r\n * @param scene Defines the scene to instrument\r\n */\r\n public constructor(\r\n /**\r\n * Defines the scene to instrument\r\n */\r\n public scene: Scene\r\n ) {\r\n // Before render\r\n this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(() => {\r\n if (this._captureActiveMeshesEvaluationTime) {\r\n this._activeMeshesEvaluationTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureRenderTargetsRenderTime) {\r\n this._renderTargetsRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureFrameTime) {\r\n Tools.StartPerformanceCounter(\"Scene rendering\");\r\n this._frameTime.beginMonitoring();\r\n }\r\n\r\n if (this._captureInterFrameTime) {\r\n this._interFrameTime.endMonitoring();\r\n }\r\n\r\n if (this._captureParticlesRenderTime) {\r\n this._particlesRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureSpritesRenderTime) {\r\n this._spritesRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureAnimationsTime) {\r\n this._animationsTime.beginMonitoring();\r\n }\r\n\r\n if (this._captureRenderTime) {\r\n this._renderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureCameraRenderTime) {\r\n this._cameraRenderTime.fetchNewFrame();\r\n }\r\n\r\n this.scene.getEngine()._drawCalls.fetchNewFrame();\r\n });\r\n\r\n // After render\r\n this._onAfterRenderObserver = scene.onAfterRenderObservable.add(() => {\r\n if (this._captureFrameTime) {\r\n Tools.EndPerformanceCounter(\"Scene rendering\");\r\n this._frameTime.endMonitoring();\r\n }\r\n\r\n if (this._captureRenderTime) {\r\n this._renderTime.endMonitoring(false);\r\n }\r\n\r\n if (this._captureInterFrameTime) {\r\n this._interFrameTime.beginMonitoring();\r\n }\r\n\r\n if (this._captureActiveMeshesEvaluationTime) {\r\n this._activeMeshesEvaluationTime.endFrame();\r\n }\r\n if (this._captureRenderTargetsRenderTime) {\r\n this._renderTargetsRenderTime.endFrame();\r\n }\r\n if (this._captureParticlesRenderTime) {\r\n this._particlesRenderTime.endFrame();\r\n }\r\n if (this._captureSpritesRenderTime) {\r\n this._spritesRenderTime.endFrame();\r\n }\r\n if (this._captureRenderTime) {\r\n this._renderTime.endFrame();\r\n }\r\n if (this._captureCameraRenderTime) {\r\n this._cameraRenderTime.endFrame();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Dispose and release associated resources.\r\n */\r\n public dispose() {\r\n this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n this._onAfterRenderObserver = null;\r\n\r\n this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);\r\n this._onBeforeActiveMeshesEvaluationObserver = null;\r\n\r\n this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);\r\n this._onAfterActiveMeshesEvaluationObserver = null;\r\n\r\n this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);\r\n this._onBeforeRenderTargetsRenderObserver = null;\r\n\r\n this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);\r\n this._onAfterRenderTargetsRenderObserver = null;\r\n\r\n this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);\r\n this._onBeforeAnimationsObserver = null;\r\n\r\n this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);\r\n this._onBeforeParticlesRenderingObserver = null;\r\n\r\n this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);\r\n this._onAfterParticlesRenderingObserver = null;\r\n\r\n if (this._onBeforeSpritesRenderingObserver) {\r\n this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);\r\n this._onBeforeSpritesRenderingObserver = null;\r\n }\r\n\r\n if (this._onAfterSpritesRenderingObserver) {\r\n this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);\r\n this._onAfterSpritesRenderingObserver = null;\r\n }\r\n\r\n this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);\r\n this._onBeforeDrawPhaseObserver = null;\r\n\r\n this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);\r\n this._onAfterDrawPhaseObserver = null;\r\n\r\n if (this._onBeforePhysicsObserver) {\r\n this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);\r\n this._onBeforePhysicsObserver = null;\r\n }\r\n\r\n if (this._onAfterPhysicsObserver) {\r\n this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);\r\n this._onAfterPhysicsObserver = null;\r\n }\r\n\r\n this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);\r\n this._onAfterAnimationsObserver = null;\r\n\r\n this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._onBeforeCameraRenderObserver = null;\r\n\r\n this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);\r\n this._onAfterCameraRenderObserver = null;\r\n\r\n (<any>this.scene) = null;\r\n }\r\n}\r\n"]}
1
+ 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{ Tools } from \"../Misc/tools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { PerfCounter } from \"../Misc/perfCounter\";\r\n/**\r\n * This class can be used to get instrumentation data from a Babylon engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#sceneinstrumentation\r\n */\r\nexport class SceneInstrumentation implements IDisposable {\r\n private _captureActiveMeshesEvaluationTime = false;\r\n private _activeMeshesEvaluationTime = new PerfCounter();\r\n\r\n private _captureRenderTargetsRenderTime = false;\r\n private _renderTargetsRenderTime = new PerfCounter();\r\n\r\n private _captureFrameTime = false;\r\n private _frameTime = new PerfCounter();\r\n\r\n private _captureRenderTime = false;\r\n private _renderTime = new PerfCounter();\r\n\r\n private _captureInterFrameTime = false;\r\n private _interFrameTime = new PerfCounter();\r\n\r\n private _captureParticlesRenderTime = false;\r\n private _particlesRenderTime = new PerfCounter();\r\n\r\n private _captureSpritesRenderTime = false;\r\n private _spritesRenderTime = new PerfCounter();\r\n\r\n private _capturePhysicsTime = false;\r\n private _physicsTime = new PerfCounter();\r\n\r\n private _captureAnimationsTime = false;\r\n private _animationsTime = new PerfCounter();\r\n\r\n private _captureCameraRenderTime = false;\r\n private _cameraRenderTime = new PerfCounter();\r\n\r\n // Observers\r\n private _onBeforeActiveMeshesEvaluationObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterActiveMeshesEvaluationObserver: Nullable<Observer<Scene>> = null;\r\n private _onBeforeRenderTargetsRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterRenderTargetsRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeDrawPhaseObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterDrawPhaseObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeAnimationsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeParticlesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterParticlesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeSpritesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterSpritesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforePhysicsObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterPhysicsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onAfterAnimationsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeCameraRenderObserver: Nullable<Observer<Camera>> = null;\r\n private _onAfterCameraRenderObserver: Nullable<Observer<Camera>> = null;\r\n\r\n private _disposed = false;\r\n\r\n // Properties\r\n /**\r\n * Gets the perf counter used for active meshes evaluation time\r\n */\r\n public get activeMeshesEvaluationTimeCounter(): PerfCounter {\r\n return this._activeMeshesEvaluationTime;\r\n }\r\n\r\n /**\r\n * Gets the active meshes evaluation time capture status\r\n */\r\n public get captureActiveMeshesEvaluationTime(): boolean {\r\n return this._captureActiveMeshesEvaluationTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the active meshes evaluation time capture\r\n */\r\n public set captureActiveMeshesEvaluationTime(value: boolean) {\r\n if (value === this._captureActiveMeshesEvaluationTime) {\r\n return;\r\n }\r\n\r\n this._captureActiveMeshesEvaluationTime = value;\r\n\r\n if (value) {\r\n this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Active meshes evaluation\");\r\n this._activeMeshesEvaluationTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Active meshes evaluation\");\r\n this._activeMeshesEvaluationTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);\r\n this._onBeforeActiveMeshesEvaluationObserver = null;\r\n\r\n this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);\r\n this._onAfterActiveMeshesEvaluationObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for render targets render time\r\n */\r\n public get renderTargetsRenderTimeCounter(): PerfCounter {\r\n return this._renderTargetsRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the render targets render time capture status\r\n */\r\n public get captureRenderTargetsRenderTime(): boolean {\r\n return this._captureRenderTargetsRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the render targets render time capture\r\n */\r\n public set captureRenderTargetsRenderTime(value: boolean) {\r\n if (value === this._captureRenderTargetsRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureRenderTargetsRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Render targets rendering\");\r\n this._renderTargetsRenderTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Render targets rendering\");\r\n this._renderTargetsRenderTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);\r\n this._onBeforeRenderTargetsRenderObserver = null;\r\n\r\n this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);\r\n this._onAfterRenderTargetsRenderObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for particles render time\r\n */\r\n public get particlesRenderTimeCounter(): PerfCounter {\r\n return this._particlesRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the particles render time capture status\r\n */\r\n public get captureParticlesRenderTime(): boolean {\r\n return this._captureParticlesRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the particles render time capture\r\n */\r\n public set captureParticlesRenderTime(value: boolean) {\r\n if (value === this._captureParticlesRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureParticlesRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Particles\");\r\n this._particlesRenderTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Particles\");\r\n this._particlesRenderTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);\r\n this._onBeforeParticlesRenderingObserver = null;\r\n\r\n this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);\r\n this._onAfterParticlesRenderingObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for sprites render time\r\n */\r\n public get spritesRenderTimeCounter(): PerfCounter {\r\n return this._spritesRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the sprites render time capture status\r\n */\r\n public get captureSpritesRenderTime(): boolean {\r\n return this._captureSpritesRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the sprites render time capture\r\n */\r\n public set captureSpritesRenderTime(value: boolean) {\r\n if (value === this._captureSpritesRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureSpritesRenderTime = value;\r\n\r\n if (!this.scene.spriteManagers) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Sprites\");\r\n this._spritesRenderTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Sprites\");\r\n this._spritesRenderTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);\r\n this._onBeforeSpritesRenderingObserver = null;\r\n\r\n this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);\r\n this._onAfterSpritesRenderingObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for physics time\r\n */\r\n public get physicsTimeCounter(): PerfCounter {\r\n return this._physicsTime;\r\n }\r\n\r\n /**\r\n * Gets the physics time capture status\r\n */\r\n public get capturePhysicsTime(): boolean {\r\n return this._capturePhysicsTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the physics time capture\r\n */\r\n public set capturePhysicsTime(value: boolean) {\r\n if (value === this._capturePhysicsTime) {\r\n return;\r\n }\r\n\r\n if (!this.scene.onBeforePhysicsObservable) {\r\n return;\r\n }\r\n\r\n this._capturePhysicsTime = value;\r\n\r\n if (value) {\r\n this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Physics\");\r\n this._physicsTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Physics\");\r\n this._physicsTime.endMonitoring();\r\n });\r\n } else {\r\n this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);\r\n this._onBeforePhysicsObserver = null;\r\n\r\n this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);\r\n this._onAfterPhysicsObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for animations time\r\n */\r\n public get animationsTimeCounter(): PerfCounter {\r\n return this._animationsTime;\r\n }\r\n\r\n /**\r\n * Gets the animations time capture status\r\n */\r\n public get captureAnimationsTime(): boolean {\r\n return this._captureAnimationsTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the animations time capture\r\n */\r\n public set captureAnimationsTime(value: boolean) {\r\n if (value === this._captureAnimationsTime) {\r\n return;\r\n }\r\n\r\n this._captureAnimationsTime = value;\r\n\r\n if (value) {\r\n this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(() => {\r\n this._animationsTime.endMonitoring();\r\n });\r\n } else {\r\n this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);\r\n this._onAfterAnimationsObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for frame time capture\r\n */\r\n public get frameTimeCounter(): PerfCounter {\r\n return this._frameTime;\r\n }\r\n\r\n /**\r\n * Gets the frame time capture status\r\n */\r\n public get captureFrameTime(): boolean {\r\n return this._captureFrameTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the frame time capture\r\n */\r\n public set captureFrameTime(value: boolean) {\r\n this._captureFrameTime = value;\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for inter-frames time capture\r\n */\r\n public get interFrameTimeCounter(): PerfCounter {\r\n return this._interFrameTime;\r\n }\r\n\r\n /**\r\n * Gets the inter-frames time capture status\r\n */\r\n public get captureInterFrameTime(): boolean {\r\n return this._captureInterFrameTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the inter-frames time capture\r\n */\r\n public set captureInterFrameTime(value: boolean) {\r\n this._captureInterFrameTime = value;\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for render time capture\r\n */\r\n public get renderTimeCounter(): PerfCounter {\r\n return this._renderTime;\r\n }\r\n\r\n /**\r\n * Gets the render time capture status\r\n */\r\n public get captureRenderTime(): boolean {\r\n return this._captureRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the render time capture\r\n */\r\n public set captureRenderTime(value: boolean) {\r\n if (value === this._captureRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(() => {\r\n this._renderTime.beginMonitoring();\r\n Tools.StartPerformanceCounter(\"Main render\");\r\n });\r\n\r\n this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(() => {\r\n this._renderTime.endMonitoring(false);\r\n Tools.EndPerformanceCounter(\"Main render\");\r\n });\r\n } else {\r\n this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);\r\n this._onBeforeDrawPhaseObserver = null;\r\n this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);\r\n this._onAfterDrawPhaseObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for camera render time capture\r\n */\r\n public get cameraRenderTimeCounter(): PerfCounter {\r\n return this._cameraRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the camera render time capture status\r\n */\r\n public get captureCameraRenderTime(): boolean {\r\n return this._captureCameraRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the camera render time capture\r\n */\r\n public set captureCameraRenderTime(value: boolean) {\r\n if (value === this._captureCameraRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureCameraRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add((camera) => {\r\n this._cameraRenderTime.beginMonitoring();\r\n Tools.StartPerformanceCounter(`Rendering camera ${camera.name}`);\r\n });\r\n\r\n this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add((camera) => {\r\n this._cameraRenderTime.endMonitoring(false);\r\n Tools.EndPerformanceCounter(`Rendering camera ${camera.name}`);\r\n });\r\n } else {\r\n this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._onBeforeCameraRenderObserver = null;\r\n this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);\r\n this._onAfterCameraRenderObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for draw calls\r\n */\r\n public get drawCallsCounter(): PerfCounter {\r\n return this.scene.getEngine()._drawCalls;\r\n }\r\n\r\n /**\r\n * Instantiates a new scene instrumentation.\r\n * This class can be used to get instrumentation data from a Babylon engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#sceneinstrumentation\r\n * @param scene Defines the scene to instrument\r\n */\r\n public constructor(\r\n /**\r\n * Defines the scene to instrument\r\n */\r\n public scene: Scene\r\n ) {\r\n // Before render\r\n this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(() => {\r\n if (this._captureActiveMeshesEvaluationTime) {\r\n this._activeMeshesEvaluationTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureRenderTargetsRenderTime) {\r\n this._renderTargetsRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureFrameTime) {\r\n Tools.StartPerformanceCounter(\"Scene rendering\");\r\n this._frameTime.beginMonitoring();\r\n }\r\n\r\n if (this._captureInterFrameTime) {\r\n this._interFrameTime.endMonitoring();\r\n }\r\n\r\n if (this._captureParticlesRenderTime) {\r\n this._particlesRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureSpritesRenderTime) {\r\n this._spritesRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureAnimationsTime) {\r\n this._animationsTime.beginMonitoring();\r\n }\r\n\r\n if (this._captureRenderTime) {\r\n this._renderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureCameraRenderTime) {\r\n this._cameraRenderTime.fetchNewFrame();\r\n }\r\n\r\n this.scene.getEngine()._drawCalls.fetchNewFrame();\r\n });\r\n\r\n // After render\r\n this._onAfterRenderObserver = scene.onAfterRenderObservable.add(() => {\r\n if (this._captureFrameTime) {\r\n Tools.EndPerformanceCounter(\"Scene rendering\");\r\n this._frameTime.endMonitoring();\r\n }\r\n\r\n if (this._captureRenderTime) {\r\n this._renderTime.endMonitoring(false);\r\n }\r\n\r\n if (this._captureInterFrameTime) {\r\n this._interFrameTime.beginMonitoring();\r\n }\r\n\r\n if (this._captureActiveMeshesEvaluationTime) {\r\n this._activeMeshesEvaluationTime.endFrame();\r\n }\r\n if (this._captureRenderTargetsRenderTime) {\r\n this._renderTargetsRenderTime.endFrame();\r\n }\r\n if (this._captureParticlesRenderTime) {\r\n this._particlesRenderTime.endFrame();\r\n }\r\n if (this._captureSpritesRenderTime) {\r\n this._spritesRenderTime.endFrame();\r\n }\r\n if (this._captureRenderTime) {\r\n this._renderTime.endFrame();\r\n }\r\n if (this._captureCameraRenderTime) {\r\n this._cameraRenderTime.endFrame();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Dispose and release associated resources.\r\n */\r\n public dispose() {\r\n if (this._disposed) {\r\n return;\r\n }\r\n\r\n this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n this._onAfterRenderObserver = null;\r\n\r\n this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);\r\n this._onBeforeActiveMeshesEvaluationObserver = null;\r\n\r\n this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);\r\n this._onAfterActiveMeshesEvaluationObserver = null;\r\n\r\n this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);\r\n this._onBeforeRenderTargetsRenderObserver = null;\r\n\r\n this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);\r\n this._onAfterRenderTargetsRenderObserver = null;\r\n\r\n this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);\r\n this._onBeforeAnimationsObserver = null;\r\n\r\n this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);\r\n this._onBeforeParticlesRenderingObserver = null;\r\n\r\n this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);\r\n this._onAfterParticlesRenderingObserver = null;\r\n\r\n if (this._onBeforeSpritesRenderingObserver) {\r\n this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);\r\n this._onBeforeSpritesRenderingObserver = null;\r\n }\r\n\r\n if (this._onAfterSpritesRenderingObserver) {\r\n this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);\r\n this._onAfterSpritesRenderingObserver = null;\r\n }\r\n\r\n this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);\r\n this._onBeforeDrawPhaseObserver = null;\r\n\r\n this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);\r\n this._onAfterDrawPhaseObserver = null;\r\n\r\n if (this._onBeforePhysicsObserver) {\r\n this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);\r\n this._onBeforePhysicsObserver = null;\r\n }\r\n\r\n if (this._onAfterPhysicsObserver) {\r\n this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);\r\n this._onAfterPhysicsObserver = null;\r\n }\r\n\r\n this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);\r\n this._onAfterAnimationsObserver = null;\r\n\r\n this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._onBeforeCameraRenderObserver = null;\r\n\r\n this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);\r\n this._onAfterCameraRenderObserver = null;\r\n\r\n (<any>this.scene) = null;\r\n this._disposed = true;\r\n }\r\n}\r\n"]}
@@ -146,6 +146,7 @@ export class GaussianSplattingMaterial extends PushMaterial {
146
146
  "focal",
147
147
  "eyePosition",
148
148
  "kernelSize",
149
+ "viewDirectionFactor",
149
150
  ];
150
151
  const samplers = ["covariancesATexture", "covariancesBTexture", "centersTexture", "colorsTexture", "shTexture0", "shTexture1", "shTexture2"];
151
152
  const uniformBuffers = ["Scene", "Mesh"];
@@ -221,6 +222,7 @@ export class GaussianSplattingMaterial extends PushMaterial {
221
222
  }
222
223
  }
223
224
  effect.setFloat2("focal", focal, focal);
225
+ effect.setVector3("viewDirectionFactor", gsMesh.viewDirectionFactor);
224
226
  effect.setFloat("kernelSize", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);
225
227
  scene.bindEyePosition(effect, "eyePosition", true);
226
228
  if (gsMesh.covariancesATexture) {
@@ -1 +1 @@
1
- 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type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"core/Meshes\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"core/Cameras/camera\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n public FOG = false;\r\n public THIN_INSTANCES = true;\r\n public LOGARITHMICDEPTH = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public SH_DEGREE = 0;\r\n public COMPENSATION = false;\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, false, defines);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind, \"splatIndex\"];\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n ];\r\n const samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\"];\r\n const uniformBuffers = [\"Scene\", \"Mesh\"];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth();\r\n const renderHeight = engine.getRenderHeight();\r\n\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n const gsMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
1
+ 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type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"core/Meshes\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"core/Cameras/camera\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n public FOG = false;\r\n public THIN_INSTANCES = true;\r\n public LOGARITHMICDEPTH = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public SH_DEGREE = 0;\r\n public COMPENSATION = false;\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, false, defines);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind, \"splatIndex\"];\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"viewDirectionFactor\",\r\n ];\r\n const samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\"];\r\n const uniformBuffers = [\"Scene\", \"Mesh\"];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth();\r\n const renderHeight = engine.getRenderHeight();\r\n\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n const gsMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setVector3(\"viewDirectionFactor\", gsMesh.viewDirectionFactor);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
@@ -3,14 +3,13 @@ import { CurrentScreenBlock } from "./currentScreenBlock.js";
3
3
  import type { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
4
4
  import type { NodeMaterial } from "../../nodeMaterial.js";
5
5
  import type { Scene } from "../../../../scene.js";
6
- /** @internal */
7
- export declare const SfeModeDefine = "USE_SFE_FRAMEWORK";
8
6
  /**
9
7
  * Base block used for creating Smart Filter shader blocks for the SFE framework.
10
8
  * This block extends the functionality of CurrentScreenBlock, as both are used
11
9
  * to represent arbitrary 2D textures to compose, and work similarly.
12
10
  */
13
11
  export declare class SmartFilterTextureBlock extends CurrentScreenBlock {
12
+ private _firstInit;
14
13
  /**
15
14
  * A boolean indicating whether this block should be the main input for the SFE pipeline.
16
15
  * If true, it can be used in SFE for auto-disabling.
@@ -31,12 +30,10 @@ export declare class SmartFilterTextureBlock extends CurrentScreenBlock {
31
30
  * @param state defines the state that will be used for the build
32
31
  */
33
32
  initialize(state: NodeMaterialBuildState): void;
34
- private _generateInputBlockAnnotation;
35
- private _generateScreenSizeBlockAnnotation;
36
33
  protected _getMainUvName(state: NodeMaterialBuildState): string;
37
34
  protected _emitUvAndSampler(state: NodeMaterialBuildState): void;
38
35
  autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void;
39
- protected _buildBlock(state: NodeMaterialBuildState): this;
36
+ _postBuildBlock(): void;
40
37
  serialize(): any;
41
38
  _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
42
39
  }
@@ -1,14 +1,11 @@
1
1
  import { __decorate } from "../../../../tslib.es6.js";
2
- import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
3
2
  import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
4
- import { NodeMaterialModes } from "../../Enums/nodeMaterialModes.js";
5
3
  import { CurrentScreenBlock } from "./currentScreenBlock.js";
6
4
  import { RegisterClass } from "../../../../Misc/typeStore.js";
7
5
  import { InputBlock } from "../Input/inputBlock.js";
8
- import { ScreenSizeBlock } from "../Fragment/screenSizeBlock.js";
9
6
  import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
10
- /** @internal */
11
- export const SfeModeDefine = "USE_SFE_FRAMEWORK";
7
+ import { SfeModeDefine } from "../Fragment/smartFilterFragmentOutputBlock.js";
8
+ import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
12
9
  /**
13
10
  * Base block used for creating Smart Filter shader blocks for the SFE framework.
14
11
  * This block extends the functionality of CurrentScreenBlock, as both are used
@@ -21,6 +18,7 @@ export class SmartFilterTextureBlock extends CurrentScreenBlock {
21
18
  */
22
19
  constructor(name) {
23
20
  super(name);
21
+ this._firstInit = true;
24
22
  /**
25
23
  * A boolean indicating whether this block should be the main input for the SFE pipeline.
26
24
  * If true, it can be used in SFE for auto-disabling.
@@ -39,48 +37,10 @@ export class SmartFilterTextureBlock extends CurrentScreenBlock {
39
37
  * @param state defines the state that will be used for the build
40
38
  */
41
39
  initialize(state) {
42
- super.initialize(state);
43
- this._samplerName = state._getFreeVariableName(this.name);
44
- if (state.sharedData.nodeMaterial.mode !== NodeMaterialModes.SFE) {
45
- state.sharedData.raiseBuildError("SmartFilterTextureBlock should not be used outside of SFE mode.");
46
- }
47
- if (state.sharedData.nodeMaterial.shaderLanguage !== 0 /* ShaderLanguage.GLSL */) {
48
- state.sharedData.raiseBuildError("WebGPU is not supported by SmartFilterTextureBlock.");
49
- }
50
- // Tell FragmentOutputBlock ahead of time to store the final color in a temp variable
51
- if (!state._customOutputName && state.target === NodeMaterialBlockTargets.Fragment) {
52
- state._customOutputName = "outColor";
40
+ if (this._firstInit) {
41
+ this._samplerName = state._getFreeVariableName(this.name);
42
+ this._firstInit = false;
53
43
  }
54
- // Annotate uniforms of InputBlocks and bindable blocks with their current values
55
- if (!state.sharedData.formatConfig.getUniformAnnotation) {
56
- state.sharedData.formatConfig.getUniformAnnotation = (name) => {
57
- for (const block of state.sharedData.nodeMaterial.attachedBlocks) {
58
- if (block instanceof InputBlock && block.isUniform && block.associatedVariableName === name) {
59
- return this._generateInputBlockAnnotation(block);
60
- }
61
- if (block instanceof ScreenSizeBlock && block.associatedVariableName === name) {
62
- return this._generateScreenSizeBlockAnnotation();
63
- }
64
- }
65
- return "";
66
- };
67
- }
68
- // Do our best to clean up variable names, as they will be used as display names.
69
- state.sharedData.formatConfig.formatVariablename = (n) => {
70
- let name = n;
71
- const hasUnderscoredPrefix = name.length > 1 && name[1] === "_";
72
- if (hasUnderscoredPrefix) {
73
- name = name.substring(2);
74
- }
75
- return name.replace(/[^a-zA-Z]+/g, "");
76
- };
77
- }
78
- _generateInputBlockAnnotation(inputBlock) {
79
- const value = inputBlock.valueCallback ? inputBlock.valueCallback() : inputBlock.value;
80
- return `// { "default": ${JSON.stringify(value)} }\n`;
81
- }
82
- _generateScreenSizeBlockAnnotation() {
83
- return `// { "autoBind": "outputResolution" }\n`;
84
44
  }
85
45
  _getMainUvName(state) {
86
46
  // Get the ScreenUVBlock's name, which is required for SFE and should be vUV.
@@ -111,31 +71,8 @@ export class SmartFilterTextureBlock extends CurrentScreenBlock {
111
71
  uvInput.output.connectTo(this.uv);
112
72
  }
113
73
  }
114
- _buildBlock(state) {
115
- super._buildBlock(state);
116
- if (state.target === NodeMaterialBlockTargets.Fragment) {
117
- // Add the header JSON for the SFE block
118
- if (!state._injectAtTop) {
119
- state._injectAtTop = `// { "smartFilterBlockType": "${state.sharedData.nodeMaterial.name}", "namespace": "Babylon.NME.Exports" }`;
120
- }
121
- // Convert the main fragment function into a helper function, to later be inserted in an SFE pipeline.
122
- if (!state._customEntryHeader) {
123
- state._customEntryHeader += `#ifdef ${SfeModeDefine}\n`;
124
- state._customEntryHeader += `vec4 nmeMain(vec2 ${this._mainUVName}) { // main\n`;
125
- state._customEntryHeader += `#else\n`;
126
- state._customEntryHeader += `void main(void) {\n`;
127
- state._customEntryHeader += `#endif\n`;
128
- state._customEntryHeader += `vec4 outColor = vec4(0.0);\n`;
129
- }
130
- if (!state._injectAtEnd) {
131
- state._injectAtEnd += `\n#ifndef ${SfeModeDefine}\n`;
132
- state._injectAtEnd += `gl_FragColor = outColor;\n`;
133
- state._injectAtEnd += `#else\n`;
134
- state._injectAtEnd += `return outColor;\n`;
135
- state._injectAtEnd += `#endif\n`;
136
- }
137
- }
138
- return this;
74
+ _postBuildBlock() {
75
+ this._firstInit = true;
139
76
  }
140
77
  serialize() {
141
78
  const serializationObject = super.serialize();
@@ -1 +1 @@
1
- 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{ NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\nimport { NodeMaterialModes } from \"../../Enums/nodeMaterialModes\";\nimport { CurrentScreenBlock } from \"./currentScreenBlock\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { InputBlock } from \"../Input/inputBlock\";\nimport type { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\nimport type { NodeMaterial } from \"../../nodeMaterial\";\nimport { ScreenSizeBlock } from \"../Fragment/screenSizeBlock\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"core/Decorators/nodeDecorator\";\nimport type { Scene } from \"core/scene\";\n\n/** @internal */\nexport const SfeModeDefine = \"USE_SFE_FRAMEWORK\";\n\n/**\n * Base block used for creating Smart Filter shader blocks for the SFE framework.\n * This block extends the functionality of CurrentScreenBlock, as both are used\n * to represent arbitrary 2D textures to compose, and work similarly.\n */\nexport class SmartFilterTextureBlock extends CurrentScreenBlock {\n /**\n * A boolean indicating whether this block should be the main input for the SFE pipeline.\n * If true, it can be used in SFE for auto-disabling.\n */\n @editableInPropertyPage(\"Is Main Input\", PropertyTypeForEdition.Boolean, undefined, { notifiers: { rebuild: true } })\n public isMainInput: boolean = false;\n\n /**\n * Create a new SmartFilterTextureBlock\n * @param name defines the block name\n */\n public constructor(name: string) {\n super(name);\n }\n\n /**\n * Gets the current class name\n * @returns the class name\n */\n public override getClassName() {\n return \"SmartFilterTextureBlock\";\n }\n\n /**\n * Initialize the block and prepare the context for build\n * @param state defines the state that will be used for the build\n */\n public override initialize(state: NodeMaterialBuildState) {\n super.initialize(state);\n\n this._samplerName = state._getFreeVariableName(this.name);\n\n if (state.sharedData.nodeMaterial.mode !== NodeMaterialModes.SFE) {\n state.sharedData.raiseBuildError(\"SmartFilterTextureBlock should not be used outside of SFE mode.\");\n }\n\n if (state.sharedData.nodeMaterial.shaderLanguage !== ShaderLanguage.GLSL) {\n state.sharedData.raiseBuildError(\"WebGPU is not supported by SmartFilterTextureBlock.\");\n }\n\n // Tell FragmentOutputBlock ahead of time to store the final color in a temp variable\n if (!state._customOutputName && state.target === NodeMaterialBlockTargets.Fragment) {\n state._customOutputName = \"outColor\";\n }\n\n // Annotate uniforms of InputBlocks and bindable blocks with their current values\n if (!state.sharedData.formatConfig.getUniformAnnotation) {\n state.sharedData.formatConfig.getUniformAnnotation = (name: string) => {\n for (const block of state.sharedData.nodeMaterial.attachedBlocks) {\n if (block instanceof InputBlock && block.isUniform && block.associatedVariableName === name) {\n return this._generateInputBlockAnnotation(block);\n }\n if (block instanceof ScreenSizeBlock && block.associatedVariableName === name) {\n return this._generateScreenSizeBlockAnnotation();\n }\n }\n return \"\";\n };\n }\n\n // Do our best to clean up variable names, as they will be used as display names.\n state.sharedData.formatConfig.formatVariablename = (n: string) => {\n let name = n;\n\n const hasUnderscoredPrefix = name.length > 1 && name[1] === \"_\";\n if (hasUnderscoredPrefix) {\n name = name.substring(2);\n }\n\n return name.replace(/[^a-zA-Z]+/g, \"\");\n };\n }\n\n private _generateInputBlockAnnotation(inputBlock: InputBlock): string {\n const value = inputBlock.valueCallback ? inputBlock.valueCallback() : inputBlock.value;\n return `// { \"default\": ${JSON.stringify(value)} }\\n`;\n }\n\n private _generateScreenSizeBlockAnnotation(): string {\n return `// { \"autoBind\": \"outputResolution\" }\\n`;\n }\n\n protected override _getMainUvName(state: NodeMaterialBuildState): string {\n // Get the ScreenUVBlock's name, which is required for SFE and should be vUV.\n // NOTE: In the future, when we move to vertex shaders, update this to check for the nearest vec2 varying output.\n const screenUv = state.sharedData.nodeMaterial.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\");\n if (!screenUv || !screenUv.isAnAncestorOf(this)) {\n state.sharedData.raiseBuildError(\"SmartFilterTextureBlock: 'postprocess_uv' attribute from ScreenUVBlock is required.\");\n return \"\";\n }\n return screenUv.associatedVariableName;\n }\n\n protected override _emitUvAndSampler(state: NodeMaterialBuildState): void {\n if (state.target === NodeMaterialBlockTargets.Fragment) {\n // Wrap the varying in a define, as it won't be needed in SFE.\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, SfeModeDefine, true);\n\n // Append `// main` to denote this as the main input texture to composite\n const annotation = this.isMainInput ? \"// main\" : undefined;\n state._emit2DSampler(this._samplerName, undefined, undefined, annotation);\n }\n }\n\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\n if (!this.uv.isConnected) {\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\" && additionalFilteringInfo(b));\n\n if (!uvInput) {\n uvInput = new InputBlock(\"uv\");\n uvInput.setAsAttribute(\"postprocess_uv\");\n }\n uvInput.output.connectTo(this.uv);\n }\n }\n\n protected override _buildBlock(state: NodeMaterialBuildState) {\n super._buildBlock(state);\n\n if (state.target === NodeMaterialBlockTargets.Fragment) {\n // Add the header JSON for the SFE block\n if (!state._injectAtTop) {\n state._injectAtTop = `// { \"smartFilterBlockType\": \"${state.sharedData.nodeMaterial.name}\", \"namespace\": \"Babylon.NME.Exports\" }`;\n }\n\n // Convert the main fragment function into a helper function, to later be inserted in an SFE pipeline.\n if (!state._customEntryHeader) {\n state._customEntryHeader += `#ifdef ${SfeModeDefine}\\n`;\n state._customEntryHeader += `vec4 nmeMain(vec2 ${this._mainUVName}) { // main\\n`;\n state._customEntryHeader += `#else\\n`;\n state._customEntryHeader += `void main(void) {\\n`;\n state._customEntryHeader += `#endif\\n`;\n state._customEntryHeader += `vec4 outColor = vec4(0.0);\\n`;\n }\n\n if (!state._injectAtEnd) {\n state._injectAtEnd += `\\n#ifndef ${SfeModeDefine}\\n`;\n state._injectAtEnd += `gl_FragColor = outColor;\\n`;\n state._injectAtEnd += `#else\\n`;\n state._injectAtEnd += `return outColor;\\n`;\n state._injectAtEnd += `#endif\\n`;\n }\n }\n\n return this;\n }\n\n public override serialize(): any {\n const serializationObject = super.serialize();\n serializationObject.isMainInput = this.isMainInput;\n return serializationObject;\n }\n\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\n super._deserialize(serializationObject, scene, rootUrl);\n this.isMainInput = serializationObject.isMainInput;\n }\n}\n\nRegisterClass(\"BABYLON.SmartFilterTextureBlock\", SmartFilterTextureBlock);\n"]}
1
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type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\nimport { CurrentScreenBlock } from \"./currentScreenBlock\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { InputBlock } from \"../Input/inputBlock\";\nimport type { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\nimport type { NodeMaterial } from \"../../nodeMaterial\";\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"core/Decorators/nodeDecorator\";\nimport type { Scene } from \"core/scene\";\nimport { SfeModeDefine } from \"../Fragment/smartFilterFragmentOutputBlock\";\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\n\n/**\n * Base block used for creating Smart Filter shader blocks for the SFE framework.\n * This block extends the functionality of CurrentScreenBlock, as both are used\n * to represent arbitrary 2D textures to compose, and work similarly.\n */\nexport class SmartFilterTextureBlock extends CurrentScreenBlock {\n private _firstInit: boolean = true;\n\n /**\n * A boolean indicating whether this block should be the main input for the SFE pipeline.\n * If true, it can be used in SFE for auto-disabling.\n */\n @editableInPropertyPage(\"Is Main Input\", PropertyTypeForEdition.Boolean, undefined, { notifiers: { rebuild: true } })\n public isMainInput: boolean = false;\n\n /**\n * Create a new SmartFilterTextureBlock\n * @param name defines the block name\n */\n public constructor(name: string) {\n super(name);\n }\n\n /**\n * Gets the current class name\n * @returns the class name\n */\n public override getClassName() {\n return \"SmartFilterTextureBlock\";\n }\n\n /**\n * Initialize the block and prepare the context for build\n * @param state defines the state that will be used for the build\n */\n public override initialize(state: NodeMaterialBuildState) {\n if (this._firstInit) {\n this._samplerName = state._getFreeVariableName(this.name);\n this._firstInit = false;\n }\n }\n\n protected override _getMainUvName(state: NodeMaterialBuildState): string {\n // Get the ScreenUVBlock's name, which is required for SFE and should be vUV.\n // NOTE: In the future, when we move to vertex shaders, update this to check for the nearest vec2 varying output.\n const screenUv = state.sharedData.nodeMaterial.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\");\n if (!screenUv || !screenUv.isAnAncestorOf(this)) {\n state.sharedData.raiseBuildError(\"SmartFilterTextureBlock: 'postprocess_uv' attribute from ScreenUVBlock is required.\");\n return \"\";\n }\n return screenUv.associatedVariableName;\n }\n\n protected override _emitUvAndSampler(state: NodeMaterialBuildState): void {\n if (state.target === NodeMaterialBlockTargets.Fragment) {\n // Wrap the varying in a define, as it won't be needed in SFE.\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, SfeModeDefine, true);\n\n // Append `// main` to denote this as the main input texture to composite\n const annotation = this.isMainInput ? \"// main\" : undefined;\n state._emit2DSampler(this._samplerName, undefined, undefined, annotation);\n }\n }\n\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\n if (!this.uv.isConnected) {\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\" && additionalFilteringInfo(b));\n\n if (!uvInput) {\n uvInput = new InputBlock(\"uv\");\n uvInput.setAsAttribute(\"postprocess_uv\");\n }\n uvInput.output.connectTo(this.uv);\n }\n }\n\n public override _postBuildBlock(): void {\n this._firstInit = true;\n }\n\n public override serialize(): any {\n const serializationObject = super.serialize();\n serializationObject.isMainInput = this.isMainInput;\n return serializationObject;\n }\n\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\n super._deserialize(serializationObject, scene, rootUrl);\n this.isMainInput = serializationObject.isMainInput;\n }\n}\n\nRegisterClass(\"BABYLON.SmartFilterTextureBlock\", SmartFilterTextureBlock);\n"]}
@@ -23,6 +23,7 @@ export declare class FragmentOutputBlock extends NodeMaterialBlock {
23
23
  private _linearDefineName;
24
24
  private _gammaDefineName;
25
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  private _additionalColorDefineName;
26
+ protected _outputString: string;
26
27
  /**
27
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  * Create a new FragmentOutputBlock
28
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  * @param name defines the block name
@@ -65,6 +66,7 @@ export declare class FragmentOutputBlock extends NodeMaterialBlock {
65
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  * Gets the additionalColor input component (named glow in the UI for now)
66
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  */
67
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  get additionalColor(): NodeMaterialConnectionPoint;
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+ protected _getOutputString(state: NodeMaterialBuildState): string;
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  prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial): void;
69
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  bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
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  protected _buildBlock(state: NodeMaterialBuildState): this;
@@ -97,6 +97,9 @@ export class FragmentOutputBlock extends NodeMaterialBlock {
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  get additionalColor() {
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  return this._inputs[3];
99
99
  }
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+ _getOutputString(state) {
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+ return state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "fragmentOutputsColor" : "gl_FragColor";
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+ }
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  prepareDefines(defines, nodeMaterial) {
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  defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);
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  defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);
@@ -130,13 +133,9 @@ export class FragmentOutputBlock extends NodeMaterialBlock {
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  this._gammaDefineName = state._getFreeDefineName("CONVERTTOGAMMA");
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  const comments = `//${this.name}`;
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  state._emitFunctionFromInclude("helperFunctions", comments);
133
- let outputString = "gl_FragColor";
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- if (state._customOutputName) {
135
- outputString = state._customOutputName;
136
- }
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- else if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
138
- state.compilationString += `var fragmentOutputsColor : vec4<f32>;\r\n`;
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- outputString = "fragmentOutputsColor";
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+ const outputString = this._getOutputString(state);
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+ if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
138
+ state.compilationString += `var ${outputString} : vec4<f32>;\r\n`;
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  }
141
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  const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);
142
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  if (additionalColor.connectedPoint) {
@@ -187,7 +186,7 @@ export class FragmentOutputBlock extends NodeMaterialBlock {
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  state.compilationString += `#endif\n`;
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  if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
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  state.compilationString += `#if !defined(PREPASS)\r\n`;
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- state.compilationString += `fragmentOutputs.color = fragmentOutputsColor;\r\n`;
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+ state.compilationString += `fragmentOutputs.color = ${outputString};\r\n`;
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  state.compilationString += `#endif\r\n`;
192
191
  }
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  if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {