@babylonjs/core 8.15.0 → 8.16.0

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Files changed (173) hide show
  1. package/Animations/animatable.core.d.ts +6 -0
  2. package/Animations/animatable.core.js +7 -1
  3. package/Animations/animatable.core.js.map +1 -1
  4. package/Animations/animationGroup.d.ts +3 -1
  5. package/Animations/animationGroup.js +3 -2
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/AudioV2/webAudio/components/webAudioParameterComponent.d.ts +8 -0
  8. package/AudioV2/webAudio/components/webAudioParameterComponent.js +36 -3
  9. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
  10. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +10 -0
  11. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  12. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +11 -0
  13. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  14. package/AudioV2/webAudio/webAudioEngine.d.ts +7 -0
  15. package/AudioV2/webAudio/webAudioEngine.js +45 -0
  16. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  17. package/AudioV2/webAudio/webAudioStaticSound.d.ts +1 -0
  18. package/AudioV2/webAudio/webAudioStaticSound.js +4 -1
  19. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  20. package/Behaviors/Cameras/framingBehavior.js +3 -3
  21. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  22. package/Debug/directionalLightFrustumViewer.d.ts +6 -0
  23. package/Debug/directionalLightFrustumViewer.js +39 -1
  24. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  25. package/Engines/AbstractEngine/abstractEngine.alpha.d.ts +2 -1
  26. package/Engines/AbstractEngine/abstractEngine.alpha.js +9 -9
  27. package/Engines/AbstractEngine/abstractEngine.alpha.js.map +1 -1
  28. package/Engines/AbstractEngine/abstractEngine.states.d.ts +4 -104
  29. package/Engines/AbstractEngine/abstractEngine.states.js +4 -70
  30. package/Engines/AbstractEngine/abstractEngine.states.js.map +1 -1
  31. package/Engines/AbstractEngine/abstractEngine.stencil.d.ts +147 -0
  32. package/Engines/AbstractEngine/abstractEngine.stencil.js +93 -0
  33. package/Engines/AbstractEngine/abstractEngine.stencil.js.map +1 -0
  34. package/Engines/AbstractEngine/index.d.ts +1 -0
  35. package/Engines/AbstractEngine/index.js +1 -0
  36. package/Engines/AbstractEngine/index.js.map +1 -1
  37. package/Engines/Extensions/engine.alpha.d.ts +2 -1
  38. package/Engines/Extensions/engine.alpha.js +7 -78
  39. package/Engines/Extensions/engine.alpha.js.map +1 -1
  40. package/Engines/WebGL/webGL2ShaderProcessors.js +8 -1
  41. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  42. package/Engines/WebGPU/Extensions/engine.alpha.d.ts +2 -1
  43. package/Engines/WebGPU/Extensions/engine.alpha.js +12 -82
  44. package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
  45. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +12 -5
  46. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +139 -72
  47. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  48. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +13 -1
  49. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  50. package/Engines/WebGPU/webgpuStencilStateComposer.d.ts +8 -0
  51. package/Engines/WebGPU/webgpuStencilStateComposer.js +40 -0
  52. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  53. package/Engines/abstractEngine.d.ts +7 -3
  54. package/Engines/abstractEngine.js +12 -5
  55. package/Engines/abstractEngine.js.map +1 -1
  56. package/Engines/constants.d.ts +30 -28
  57. package/Engines/constants.js +30 -28
  58. package/Engines/constants.js.map +1 -1
  59. package/Engines/engine.d.ts +10 -0
  60. package/Engines/engine.js +1 -0
  61. package/Engines/engine.js.map +1 -1
  62. package/Engines/engineCapabilities.d.ts +4 -0
  63. package/Engines/engineCapabilities.js.map +1 -1
  64. package/Engines/nativeEngine.d.ts +2 -1
  65. package/Engines/nativeEngine.js +6 -3
  66. package/Engines/nativeEngine.js.map +1 -1
  67. package/Engines/nullEngine.d.ts +2 -1
  68. package/Engines/nullEngine.js +7 -4
  69. package/Engines/nullEngine.js.map +1 -1
  70. package/Engines/thinEngine.js +16 -3
  71. package/Engines/thinEngine.js.map +1 -1
  72. package/Engines/webgpuEngine.d.ts +1 -0
  73. package/Engines/webgpuEngine.js +6 -4
  74. package/Engines/webgpuEngine.js.map +1 -1
  75. package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +1 -1
  76. package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -1
  77. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +8 -1
  78. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +14 -6
  79. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  80. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +3 -0
  81. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  82. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +6 -5
  83. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  84. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  85. package/FrameGraph/Tasks/Texture/clearTextureTask.js +7 -5
  86. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  87. package/FrameGraph/frameGraph.d.ts +6 -0
  88. package/FrameGraph/frameGraph.js +8 -0
  89. package/FrameGraph/frameGraph.js.map +1 -1
  90. package/FrameGraph/frameGraphContext.d.ts +16 -0
  91. package/FrameGraph/frameGraphContext.js +23 -0
  92. package/FrameGraph/frameGraphContext.js.map +1 -1
  93. package/FrameGraph/frameGraphRenderContext.d.ts +9 -16
  94. package/FrameGraph/frameGraphRenderContext.js +15 -23
  95. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  96. package/FrameGraph/frameGraphUtils.d.ts +52 -0
  97. package/FrameGraph/frameGraphUtils.js +99 -0
  98. package/FrameGraph/frameGraphUtils.js.map +1 -0
  99. package/FrameGraph/index.d.ts +1 -0
  100. package/FrameGraph/index.js +1 -0
  101. package/FrameGraph/index.js.map +1 -1
  102. package/Gizmos/boundingBoxGizmo.js +2 -0
  103. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  104. package/Loading/Plugins/babylonFileLoader.js +35 -2
  105. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  106. package/Materials/material.d.ts +32 -12
  107. package/Materials/material.js +49 -17
  108. package/Materials/material.js.map +1 -1
  109. package/Materials/materialStencilState.d.ts +24 -0
  110. package/Materials/materialStencilState.js +53 -1
  111. package/Materials/materialStencilState.js.map +1 -1
  112. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +4 -4
  113. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  114. package/Meshes/geometry.js +1 -1
  115. package/Meshes/geometry.js.map +1 -1
  116. package/Meshes/instancedMesh.d.ts +5 -0
  117. package/Meshes/instancedMesh.js +3 -3
  118. package/Meshes/instancedMesh.js.map +1 -1
  119. package/Meshes/mesh.d.ts +28 -5
  120. package/Meshes/mesh.js +127 -57
  121. package/Meshes/mesh.js.map +1 -1
  122. package/Meshes/thinInstanceMesh.js +4 -0
  123. package/Meshes/thinInstanceMesh.js.map +1 -1
  124. package/Misc/snapshotRenderingHelper.js +2 -1
  125. package/Misc/snapshotRenderingHelper.js.map +1 -1
  126. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.d.ts +71 -0
  127. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js +156 -0
  128. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js.map +1 -0
  129. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +13 -0
  130. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +79 -3
  131. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  132. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +4 -0
  133. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +5 -0
  134. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  135. package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.d.ts +12 -3
  136. package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js +22 -1
  137. package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js.map +1 -1
  138. package/PostProcesses/thinPassPostProcess.js +7 -3
  139. package/PostProcesses/thinPassPostProcess.js.map +1 -1
  140. package/PostProcesses/thinTAAPostProcess.d.ts +17 -0
  141. package/PostProcesses/thinTAAPostProcess.js +51 -0
  142. package/PostProcesses/thinTAAPostProcess.js.map +1 -1
  143. package/Rendering/edgesRenderer.js +3 -2
  144. package/Rendering/edgesRenderer.js.map +1 -1
  145. package/Rendering/geometryBufferRenderer.js +1 -1
  146. package/Rendering/geometryBufferRenderer.js.map +1 -1
  147. package/Rendering/outlineRenderer.js +1 -1
  148. package/Rendering/outlineRenderer.js.map +1 -1
  149. package/Shaders/lod.fragment.js +2 -3
  150. package/Shaders/lod.fragment.js.map +1 -1
  151. package/Shaders/taa.fragment.js +15 -1
  152. package/Shaders/taa.fragment.js.map +1 -1
  153. package/ShadersWGSL/lod.fragment.js +2 -2
  154. package/ShadersWGSL/lod.fragment.js.map +1 -1
  155. package/ShadersWGSL/taa.fragment.js +16 -2
  156. package/ShadersWGSL/taa.fragment.js.map +1 -1
  157. package/States/IStencilState.d.ts +6 -2
  158. package/States/IStencilState.js.map +1 -1
  159. package/States/alphaCullingState.d.ts +7 -5
  160. package/States/alphaCullingState.js +144 -33
  161. package/States/alphaCullingState.js.map +1 -1
  162. package/States/stencilState.d.ts +12 -0
  163. package/States/stencilState.js +29 -1
  164. package/States/stencilState.js.map +1 -1
  165. package/States/stencilStateComposer.d.ts +12 -0
  166. package/States/stencilStateComposer.js +48 -2
  167. package/States/stencilStateComposer.js.map +1 -1
  168. package/assetContainer.js +29 -8
  169. package/assetContainer.js.map +1 -1
  170. package/package.json +1 -1
  171. package/scene.d.ts +2 -1
  172. package/scene.js +1 -0
  173. package/scene.js.map +1 -1
@@ -313,5 +313,9 @@ Mesh.prototype._disposeThinInstanceSpecificData = function () {
313
313
  this._thinInstanceDataStorage.matrixBuffer.dispose();
314
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  this._thinInstanceDataStorage.matrixBuffer = null;
315
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  }
316
+ if (this._thinInstanceDataStorage?.previousMatrixBuffer) {
317
+ this._thinInstanceDataStorage.previousMatrixBuffer.dispose();
318
+ this._thinInstanceDataStorage.previousMatrixBuffer = null;
319
+ }
316
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  };
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  //# sourceMappingURL=thinInstanceMesh.js.map
@@ -1 +1 @@
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type { Nullable, DeepImmutableObject } from \"../types\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer, Buffer } from \"../Buffers/buffer\";\r\nimport { Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { BoundingInfo } from \"core/Culling/boundingInfo\";\r\n\r\ndeclare module \"./mesh\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Mesh {\r\n /**\r\n * Gets or sets a boolean defining if we want picking to pick thin instances as well\r\n */\r\n thinInstanceEnablePicking: boolean;\r\n\r\n /**\r\n * Indicates that a buffer created as static should be recreated if the buffer is updated (by calling thinInstanceSetMatrixAt or thinInstanceSetAttributeAt, for eg.)\r\n * If this flag is false (the default behavior), a buffer created as \"static\" won't show any update done to it, and will stay the same as it was created.\r\n * Note however that recreating a buffer each time there's a change will have some performance cost, that's why it is set to false by default.\r\n * You should set this flag to true only if your static buffers should change infrequently. If they change frequently, you should create your buffers as \"dynamic\" instead.\r\n */\r\n thinInstanceAllowAutomaticStaticBufferRecreation: boolean;\r\n\r\n /**\r\n * Creates a new thin instance\r\n * @param matrix the matrix or array of matrices (position, rotation, scale) of the thin instance(s) to create\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n * @returns the thin instance index number. If you pass an array of matrices, other instance indexes are index+1, index+2, etc\r\n */\r\n thinInstanceAdd(matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>, refresh?: boolean): number;\r\n\r\n /**\r\n * Adds the transformation (matrix) of the current mesh as a thin instance\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n * @returns the thin instance index number\r\n */\r\n thinInstanceAddSelf(refresh?: boolean): number;\r\n\r\n /**\r\n * Registers a custom attribute to be used with thin instances\r\n * @param kind name of the attribute\r\n * @param stride size in floats of the attribute\r\n */\r\n thinInstanceRegisterAttribute(kind: string, stride: number): void;\r\n\r\n /**\r\n * Sets the matrix of a thin instance\r\n * @param index index of the thin instance\r\n * @param matrix matrix to set\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n */\r\n thinInstanceSetMatrixAt(index: number, matrix: DeepImmutableObject<Matrix>, refresh?: boolean): void;\r\n\r\n /**\r\n * Sets the value of a custom attribute for a thin instance\r\n * @param kind name of the attribute\r\n * @param index index of the thin instance\r\n * @param value value to set\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n */\r\n thinInstanceSetAttributeAt(kind: string, index: number, value: Array<number>, refresh?: boolean): void;\r\n\r\n /**\r\n * Gets / sets the number of thin instances to display. Note that you can't set a number higher than what the underlying buffer can handle.\r\n */\r\n thinInstanceCount: number;\r\n\r\n /**\r\n * Sets a buffer to be used with thin instances. This method is a faster way to setup multiple instances than calling thinInstanceAdd repeatedly\r\n * @param kind name of the attribute. Use \"matrix\" to setup the buffer of matrices\r\n * @param buffer buffer to set\r\n * @param stride size in floats of each value of the buffer\r\n * @param staticBuffer indicates that the buffer is static, so that you won't change it after it is set (better performances - true by default)\r\n */\r\n thinInstanceSetBuffer(kind: string, buffer: Nullable<Float32Array>, stride?: number, staticBuffer?: boolean): void;\r\n\r\n /**\r\n * Gets the list of world matrices\r\n * @returns an array containing all the world matrices from the thin instances\r\n */\r\n thinInstanceGetWorldMatrices(): Matrix[];\r\n\r\n /**\r\n * Synchronize the gpu buffers with a thin instance buffer. Call this method if you update later on the buffers passed to thinInstanceSetBuffer\r\n * @param kind name of the attribute to update. Use \"matrix\" to update the buffer of matrices\r\n */\r\n thinInstanceBufferUpdated(kind: string): void;\r\n\r\n /**\r\n * Applies a partial update to a buffer directly on the GPU\r\n * Note that the buffer located on the CPU is NOT updated! It's up to you to update it (or not) with the same data you pass to this method\r\n * @param kind name of the attribute to update. Use \"matrix\" to update the buffer of matrices\r\n * @param data the data to set in the GPU buffer\r\n * @param offset the offset in the GPU buffer where to update the data\r\n */\r\n thinInstancePartialBufferUpdate(kind: string, data: Float32Array, offset: number): void;\r\n\r\n /**\r\n * Refreshes the bounding info, taking into account all the thin instances defined\r\n * @param forceRefreshParentInfo true to force recomputing the mesh bounding info and use it to compute the aggregated bounding info\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @param applyMorph defines whether to apply the morph target before computing the bounding info\r\n */\r\n thinInstanceRefreshBoundingInfo(forceRefreshParentInfo?: boolean, applySkeleton?: boolean, applyMorph?: boolean): void;\r\n\r\n /** @internal */\r\n _thinInstanceInitializeUserStorage(): void;\r\n\r\n /** @internal */\r\n _thinInstanceUpdateBufferSize(kind: string, numInstances?: number): void;\r\n\r\n /** @internal */\r\n _thinInstanceCreateMatrixBuffer(kind: string, buffer: Nullable<Float32Array>, staticBuffer: boolean): Buffer;\r\n\r\n /** @internal */\r\n _thinInstanceRecreateBuffer(kind: string, staticBuffer?: boolean): void;\r\n\r\n /** @internal */\r\n _userThinInstanceBuffersStorage: {\r\n data: { [key: string]: Float32Array };\r\n sizes: { [key: string]: number };\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> };\r\n strides: { [key: string]: number };\r\n };\r\n }\r\n}\r\n\r\nMesh.prototype.thinInstanceAdd = function (matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>, refresh: boolean = true): number {\r\n if (!this.getScene().getEngine().getCaps().instancedArrays) {\r\n Logger.Error(\"Thin Instances are not supported on this device as Instanced Array extension not supported\");\r\n return -1;\r\n }\r\n\r\n this._thinInstanceUpdateBufferSize(\"matrix\", Array.isArray(matrix) ? matrix.length : 1);\r\n\r\n const index = this._thinInstanceDataStorage.instancesCount;\r\n\r\n if (Array.isArray(matrix)) {\r\n for (let i = 0; i < matrix.length; ++i) {\r\n this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix[i], i === matrix.length - 1 && refresh);\r\n }\r\n } else {\r\n this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix, refresh);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nMesh.prototype.thinInstanceAddSelf = function (refresh: boolean = true): number {\r\n return this.thinInstanceAdd(Matrix.IdentityReadOnly, refresh);\r\n};\r\n\r\nMesh.prototype.thinInstanceRegisterAttribute = function (kind: string, stride: number): void {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n this.removeVerticesData(kind);\r\n\r\n this._thinInstanceInitializeUserStorage();\r\n\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = stride * Math.max(32, this._thinInstanceDataStorage.instancesCount); // Initial size\r\n this._userThinInstanceBuffersStorage.data[kind] = new Float32Array(this._userThinInstanceBuffersStorage.sizes[kind]);\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userThinInstanceBuffersStorage.data[kind], kind, true, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n};\r\n\r\nMesh.prototype.thinInstanceSetMatrixAt = function (index: number, matrix: DeepImmutableObject<Matrix>, refresh: boolean = true): boolean {\r\n if (!this._thinInstanceDataStorage.matrixData || index >= this._thinInstanceDataStorage.instancesCount) {\r\n return false;\r\n }\r\n\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n matrix.copyToArray(matrixData, index * 16);\r\n\r\n if (this._thinInstanceDataStorage.worldMatrices) {\r\n this._thinInstanceDataStorage.worldMatrices[index] = matrix as Matrix;\r\n }\r\n\r\n if (refresh) {\r\n this.thinInstanceBufferUpdated(\"matrix\");\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nMesh.prototype.thinInstanceSetAttributeAt = function (kind: string, index: number, value: Array<number>, refresh: boolean = true): boolean {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.data[kind] || index >= this._thinInstanceDataStorage.instancesCount) {\r\n return false;\r\n }\r\n\r\n this._thinInstanceUpdateBufferSize(kind, 0); // make sur the buffer for the kind attribute is big enough\r\n\r\n this._userThinInstanceBuffersStorage.data[kind].set(value, index * this._userThinInstanceBuffersStorage.strides[kind]);\r\n\r\n if (refresh) {\r\n this.thinInstanceBufferUpdated(kind);\r\n }\r\n\r\n return true;\r\n};\r\n\r\nObject.defineProperty(Mesh.prototype, \"thinInstanceCount\", {\r\n get: function (this: Mesh) {\r\n return this._thinInstanceDataStorage.instancesCount;\r\n },\r\n set: function (this: Mesh, value: number) {\r\n const matrixData = this._thinInstanceDataStorage.matrixData ?? this.source?._thinInstanceDataStorage.matrixData;\r\n const numMaxInstances = matrixData ? matrixData.length / 16 : 0;\r\n\r\n if (value <= numMaxInstances) {\r\n this._thinInstanceDataStorage.instancesCount = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nMesh.prototype._thinInstanceCreateMatrixBuffer = function (kind: string, buffer: Float32Array, staticBuffer: boolean = true): Buffer {\r\n const matrixBuffer = new Buffer(this.getEngine(), buffer, !staticBuffer, 16, false, true);\r\n\r\n for (let i = 0; i < 4; i++) {\r\n this.setVerticesBuffer(matrixBuffer.createVertexBuffer(kind + i, i * 4, 4));\r\n }\r\n\r\n return matrixBuffer;\r\n};\r\n\r\nMesh.prototype.thinInstanceSetBuffer = function (kind: string, buffer: Nullable<Float32Array>, stride: number = 0, staticBuffer: boolean = true): void {\r\n stride = stride || 16;\r\n\r\n if (kind === \"matrix\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = null;\r\n this._thinInstanceDataStorage.matrixBufferSize = buffer ? buffer.length : 32 * stride;\r\n this._thinInstanceDataStorage.matrixData = buffer;\r\n this._thinInstanceDataStorage.worldMatrices = null;\r\n\r\n if (buffer !== null) {\r\n this._thinInstanceDataStorage.instancesCount = buffer.length / stride;\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", buffer, staticBuffer);\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n } else {\r\n this._thinInstanceDataStorage.instancesCount = 0;\r\n if (!this.doNotSyncBoundingInfo) {\r\n // mesh has no more thin instances, so need to recompute the bounding box because it's the regular mesh that will now be displayed\r\n this.refreshBoundingInfo();\r\n }\r\n }\r\n } else if (kind === \"previousMatrix\") {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = null;\r\n this._thinInstanceDataStorage.previousMatrixData = buffer;\r\n if (buffer !== null) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\"previousWorld\", buffer, staticBuffer);\r\n }\r\n } else {\r\n // color for instanced mesh is ColorInstanceKind and not ColorKind because of native that needs to do the differenciation\r\n // hot switching kind here to preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (buffer === null) {\r\n if (this._userThinInstanceBuffersStorage?.data[kind]) {\r\n this.removeVerticesData(kind);\r\n delete this._userThinInstanceBuffersStorage.data[kind];\r\n delete this._userThinInstanceBuffersStorage.strides[kind];\r\n delete this._userThinInstanceBuffersStorage.sizes[kind];\r\n delete this._userThinInstanceBuffersStorage.vertexBuffers[kind];\r\n }\r\n } else {\r\n this._thinInstanceInitializeUserStorage();\r\n\r\n this._userThinInstanceBuffersStorage.data[kind] = buffer;\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = buffer.length;\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), buffer, kind, !staticBuffer, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstanceBufferUpdated = function (kind: string): void {\r\n if (kind === \"matrix\") {\r\n if (this.thinInstanceAllowAutomaticStaticBufferRecreation && this._thinInstanceDataStorage.matrixBuffer && !this._thinInstanceDataStorage.matrixBuffer.isUpdatable()) {\r\n this._thinInstanceRecreateBuffer(kind);\r\n }\r\n this._thinInstanceDataStorage.matrixBuffer?.updateDirectly(this._thinInstanceDataStorage.matrixData!, 0, this._thinInstanceDataStorage.instancesCount);\r\n } else if (kind === \"previousMatrix\") {\r\n if (\r\n this.thinInstanceAllowAutomaticStaticBufferRecreation &&\r\n this._thinInstanceDataStorage.previousMatrixBuffer &&\r\n !this._thinInstanceDataStorage.previousMatrixBuffer.isUpdatable()\r\n ) {\r\n this._thinInstanceRecreateBuffer(kind);\r\n }\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.updateDirectly(this._thinInstanceDataStorage.previousMatrixData!, 0, this._thinInstanceDataStorage.instancesCount);\r\n } else {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {\r\n if (this.thinInstanceAllowAutomaticStaticBufferRecreation && !this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.isUpdatable()) {\r\n this._thinInstanceRecreateBuffer(kind);\r\n }\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.updateDirectly(this._userThinInstanceBuffersStorage.data[kind], 0);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstancePartialBufferUpdate = function (kind: string, data: Float32Array, offset: number): void {\r\n if (kind === \"matrix\") {\r\n if (this._thinInstanceDataStorage.matrixBuffer) {\r\n this._thinInstanceDataStorage.matrixBuffer.updateDirectly(data, offset);\r\n }\r\n } else {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.updateDirectly(data, offset);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstanceGetWorldMatrices = function (): Matrix[] {\r\n if (!this._thinInstanceDataStorage.matrixData || !this._thinInstanceDataStorage.matrixBuffer) {\r\n return [];\r\n }\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n if (!this._thinInstanceDataStorage.worldMatrices) {\r\n this._thinInstanceDataStorage.worldMatrices = [] as Matrix[];\r\n\r\n for (let i = 0; i < this._thinInstanceDataStorage.instancesCount; ++i) {\r\n this._thinInstanceDataStorage.worldMatrices[i] = Matrix.FromArray(matrixData, i * 16);\r\n }\r\n }\r\n\r\n return this._thinInstanceDataStorage.worldMatrices;\r\n};\r\n\r\nMesh.prototype.thinInstanceRefreshBoundingInfo = function (forceRefreshParentInfo: boolean = false, applySkeleton: boolean = false, applyMorph: boolean = false) {\r\n if (!this._thinInstanceDataStorage.matrixData || !this._thinInstanceDataStorage.matrixBuffer) {\r\n return;\r\n }\r\n\r\n const vectors = this._thinInstanceDataStorage.boundingVectors;\r\n\r\n if (forceRefreshParentInfo || !this.rawBoundingInfo) {\r\n vectors.length = 0;\r\n this.refreshBoundingInfo(applySkeleton, applyMorph);\r\n const boundingInfo = this.getBoundingInfo();\r\n this.rawBoundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n const boundingInfo = this.getBoundingInfo();\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n if (vectors.length === 0) {\r\n for (let v = 0; v < boundingInfo.boundingBox.vectors.length; ++v) {\r\n vectors.push(boundingInfo.boundingBox.vectors[v].clone());\r\n }\r\n }\r\n\r\n TmpVectors.Vector3[0].setAll(Number.POSITIVE_INFINITY); // min\r\n TmpVectors.Vector3[1].setAll(Number.NEGATIVE_INFINITY); // max\r\n\r\n for (let i = 0; i < this._thinInstanceDataStorage.instancesCount; ++i) {\r\n Matrix.FromArrayToRef(matrixData, i * 16, TmpVectors.Matrix[0]);\r\n\r\n for (let v = 0; v < vectors.length; ++v) {\r\n Vector3.TransformCoordinatesToRef(vectors[v], TmpVectors.Matrix[0], TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[0].minimizeInPlace(TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[1].maximizeInPlace(TmpVectors.Vector3[2]);\r\n }\r\n }\r\n\r\n boundingInfo.reConstruct(TmpVectors.Vector3[0], TmpVectors.Vector3[1]);\r\n\r\n this._updateBoundingInfo();\r\n};\r\n\r\nMesh.prototype._thinInstanceRecreateBuffer = function (kind: string, staticBuffer: boolean = true) {\r\n if (kind === \"matrix\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", this._thinInstanceDataStorage.matrixData, staticBuffer);\r\n } else if (kind === \"previousMatrix\") {\r\n if (this._scene.needsPreviousWorldMatrices) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\r\n \"previousWorld\",\r\n this._thinInstanceDataStorage.previousMatrixData ?? this._thinInstanceDataStorage.matrixData,\r\n staticBuffer\r\n );\r\n }\r\n } else {\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]?.dispose();\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(\r\n this.getEngine(),\r\n this._userThinInstanceBuffersStorage.data[kind],\r\n kind,\r\n !staticBuffer,\r\n false,\r\n this._userThinInstanceBuffersStorage.strides[kind],\r\n true\r\n );\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n};\r\n\r\nMesh.prototype._thinInstanceUpdateBufferSize = function (kind: string, numInstances: number = 1) {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n const kindIsMatrix = kind === \"matrix\";\r\n\r\n if (!kindIsMatrix && (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.strides[kind])) {\r\n return;\r\n }\r\n\r\n const stride = kindIsMatrix ? 16 : this._userThinInstanceBuffersStorage.strides[kind];\r\n const currentSize = kindIsMatrix ? this._thinInstanceDataStorage.matrixBufferSize : this._userThinInstanceBuffersStorage.sizes[kind];\r\n let data = kindIsMatrix ? this._thinInstanceDataStorage.matrixData : this._userThinInstanceBuffersStorage.data[kind];\r\n\r\n const bufferSize = (this._thinInstanceDataStorage.instancesCount + numInstances) * stride;\r\n\r\n let newSize = currentSize;\r\n\r\n while (newSize < bufferSize) {\r\n newSize *= 2;\r\n }\r\n\r\n if (!data || currentSize != newSize) {\r\n if (!data) {\r\n data = new Float32Array(newSize);\r\n } else {\r\n const newData = new Float32Array(newSize);\r\n newData.set(data, 0);\r\n data = newData;\r\n }\r\n\r\n if (kindIsMatrix) {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", data, false);\r\n this._thinInstanceDataStorage.matrixData = data;\r\n this._thinInstanceDataStorage.matrixBufferSize = newSize;\r\n if (this._scene.needsPreviousWorldMatrices && !this._thinInstanceDataStorage.previousMatrixData) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\"previousWorld\", data, false);\r\n }\r\n } else {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]?.dispose();\r\n\r\n this._userThinInstanceBuffersStorage.data[kind] = data;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = newSize;\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), data, kind, true, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._thinInstanceInitializeUserStorage = function () {\r\n if (!this._userThinInstanceBuffersStorage) {\r\n this._userThinInstanceBuffersStorage = {\r\n data: {},\r\n sizes: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n };\r\n }\r\n};\r\n\r\nMesh.prototype._disposeThinInstanceSpecificData = function () {\r\n if (this._thinInstanceDataStorage?.matrixBuffer) {\r\n this._thinInstanceDataStorage.matrixBuffer.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = null;\r\n }\r\n};\r\n"]}
1
+ 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ort type { Nullable, DeepImmutableObject } from \"../types\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer, Buffer } from \"../Buffers/buffer\";\r\nimport { Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { BoundingInfo } from \"core/Culling/boundingInfo\";\r\n\r\ndeclare module \"./mesh\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Mesh {\r\n /**\r\n * Gets or sets a boolean defining if we want picking to pick thin instances as well\r\n */\r\n thinInstanceEnablePicking: boolean;\r\n\r\n /**\r\n * Indicates that a buffer created as static should be recreated if the buffer is updated (by calling thinInstanceSetMatrixAt or thinInstanceSetAttributeAt, for eg.)\r\n * If this flag is false (the default behavior), a buffer created as \"static\" won't show any update done to it, and will stay the same as it was created.\r\n * Note however that recreating a buffer each time there's a change will have some performance cost, that's why it is set to false by default.\r\n * You should set this flag to true only if your static buffers should change infrequently. If they change frequently, you should create your buffers as \"dynamic\" instead.\r\n */\r\n thinInstanceAllowAutomaticStaticBufferRecreation: boolean;\r\n\r\n /**\r\n * Creates a new thin instance\r\n * @param matrix the matrix or array of matrices (position, rotation, scale) of the thin instance(s) to create\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n * @returns the thin instance index number. If you pass an array of matrices, other instance indexes are index+1, index+2, etc\r\n */\r\n thinInstanceAdd(matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>, refresh?: boolean): number;\r\n\r\n /**\r\n * Adds the transformation (matrix) of the current mesh as a thin instance\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n * @returns the thin instance index number\r\n */\r\n thinInstanceAddSelf(refresh?: boolean): number;\r\n\r\n /**\r\n * Registers a custom attribute to be used with thin instances\r\n * @param kind name of the attribute\r\n * @param stride size in floats of the attribute\r\n */\r\n thinInstanceRegisterAttribute(kind: string, stride: number): void;\r\n\r\n /**\r\n * Sets the matrix of a thin instance\r\n * @param index index of the thin instance\r\n * @param matrix matrix to set\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n */\r\n thinInstanceSetMatrixAt(index: number, matrix: DeepImmutableObject<Matrix>, refresh?: boolean): void;\r\n\r\n /**\r\n * Sets the value of a custom attribute for a thin instance\r\n * @param kind name of the attribute\r\n * @param index index of the thin instance\r\n * @param value value to set\r\n * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance\r\n */\r\n thinInstanceSetAttributeAt(kind: string, index: number, value: Array<number>, refresh?: boolean): void;\r\n\r\n /**\r\n * Gets / sets the number of thin instances to display. Note that you can't set a number higher than what the underlying buffer can handle.\r\n */\r\n thinInstanceCount: number;\r\n\r\n /**\r\n * Sets a buffer to be used with thin instances. This method is a faster way to setup multiple instances than calling thinInstanceAdd repeatedly\r\n * @param kind name of the attribute. Use \"matrix\" to setup the buffer of matrices\r\n * @param buffer buffer to set\r\n * @param stride size in floats of each value of the buffer\r\n * @param staticBuffer indicates that the buffer is static, so that you won't change it after it is set (better performances - true by default)\r\n */\r\n thinInstanceSetBuffer(kind: string, buffer: Nullable<Float32Array>, stride?: number, staticBuffer?: boolean): void;\r\n\r\n /**\r\n * Gets the list of world matrices\r\n * @returns an array containing all the world matrices from the thin instances\r\n */\r\n thinInstanceGetWorldMatrices(): Matrix[];\r\n\r\n /**\r\n * Synchronize the gpu buffers with a thin instance buffer. Call this method if you update later on the buffers passed to thinInstanceSetBuffer\r\n * @param kind name of the attribute to update. Use \"matrix\" to update the buffer of matrices\r\n */\r\n thinInstanceBufferUpdated(kind: string): void;\r\n\r\n /**\r\n * Applies a partial update to a buffer directly on the GPU\r\n * Note that the buffer located on the CPU is NOT updated! It's up to you to update it (or not) with the same data you pass to this method\r\n * @param kind name of the attribute to update. Use \"matrix\" to update the buffer of matrices\r\n * @param data the data to set in the GPU buffer\r\n * @param offset the offset in the GPU buffer where to update the data\r\n */\r\n thinInstancePartialBufferUpdate(kind: string, data: Float32Array, offset: number): void;\r\n\r\n /**\r\n * Refreshes the bounding info, taking into account all the thin instances defined\r\n * @param forceRefreshParentInfo true to force recomputing the mesh bounding info and use it to compute the aggregated bounding info\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @param applyMorph defines whether to apply the morph target before computing the bounding info\r\n */\r\n thinInstanceRefreshBoundingInfo(forceRefreshParentInfo?: boolean, applySkeleton?: boolean, applyMorph?: boolean): void;\r\n\r\n /** @internal */\r\n _thinInstanceInitializeUserStorage(): void;\r\n\r\n /** @internal */\r\n _thinInstanceUpdateBufferSize(kind: string, numInstances?: number): void;\r\n\r\n /** @internal */\r\n _thinInstanceCreateMatrixBuffer(kind: string, buffer: Nullable<Float32Array>, staticBuffer: boolean): Buffer;\r\n\r\n /** @internal */\r\n _thinInstanceRecreateBuffer(kind: string, staticBuffer?: boolean): void;\r\n\r\n /** @internal */\r\n _userThinInstanceBuffersStorage: {\r\n data: { [key: string]: Float32Array };\r\n sizes: { [key: string]: number };\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> };\r\n strides: { [key: string]: number };\r\n };\r\n }\r\n}\r\n\r\nMesh.prototype.thinInstanceAdd = function (matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>, refresh: boolean = true): number {\r\n if (!this.getScene().getEngine().getCaps().instancedArrays) {\r\n Logger.Error(\"Thin Instances are not supported on this device as Instanced Array extension not supported\");\r\n return -1;\r\n }\r\n\r\n this._thinInstanceUpdateBufferSize(\"matrix\", Array.isArray(matrix) ? matrix.length : 1);\r\n\r\n const index = this._thinInstanceDataStorage.instancesCount;\r\n\r\n if (Array.isArray(matrix)) {\r\n for (let i = 0; i < matrix.length; ++i) {\r\n this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix[i], i === matrix.length - 1 && refresh);\r\n }\r\n } else {\r\n this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix, refresh);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nMesh.prototype.thinInstanceAddSelf = function (refresh: boolean = true): number {\r\n return this.thinInstanceAdd(Matrix.IdentityReadOnly, refresh);\r\n};\r\n\r\nMesh.prototype.thinInstanceRegisterAttribute = function (kind: string, stride: number): void {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n this.removeVerticesData(kind);\r\n\r\n this._thinInstanceInitializeUserStorage();\r\n\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = stride * Math.max(32, this._thinInstanceDataStorage.instancesCount); // Initial size\r\n this._userThinInstanceBuffersStorage.data[kind] = new Float32Array(this._userThinInstanceBuffersStorage.sizes[kind]);\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userThinInstanceBuffersStorage.data[kind], kind, true, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n};\r\n\r\nMesh.prototype.thinInstanceSetMatrixAt = function (index: number, matrix: DeepImmutableObject<Matrix>, refresh: boolean = true): boolean {\r\n if (!this._thinInstanceDataStorage.matrixData || index >= this._thinInstanceDataStorage.instancesCount) {\r\n return false;\r\n }\r\n\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n matrix.copyToArray(matrixData, index * 16);\r\n\r\n if (this._thinInstanceDataStorage.worldMatrices) {\r\n this._thinInstanceDataStorage.worldMatrices[index] = matrix as Matrix;\r\n }\r\n\r\n if (refresh) {\r\n this.thinInstanceBufferUpdated(\"matrix\");\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nMesh.prototype.thinInstanceSetAttributeAt = function (kind: string, index: number, value: Array<number>, refresh: boolean = true): boolean {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.data[kind] || index >= this._thinInstanceDataStorage.instancesCount) {\r\n return false;\r\n }\r\n\r\n this._thinInstanceUpdateBufferSize(kind, 0); // make sur the buffer for the kind attribute is big enough\r\n\r\n this._userThinInstanceBuffersStorage.data[kind].set(value, index * this._userThinInstanceBuffersStorage.strides[kind]);\r\n\r\n if (refresh) {\r\n this.thinInstanceBufferUpdated(kind);\r\n }\r\n\r\n return true;\r\n};\r\n\r\nObject.defineProperty(Mesh.prototype, \"thinInstanceCount\", {\r\n get: function (this: Mesh) {\r\n return this._thinInstanceDataStorage.instancesCount;\r\n },\r\n set: function (this: Mesh, value: number) {\r\n const matrixData = this._thinInstanceDataStorage.matrixData ?? this.source?._thinInstanceDataStorage.matrixData;\r\n const numMaxInstances = matrixData ? matrixData.length / 16 : 0;\r\n\r\n if (value <= numMaxInstances) {\r\n this._thinInstanceDataStorage.instancesCount = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nMesh.prototype._thinInstanceCreateMatrixBuffer = function (kind: string, buffer: Float32Array, staticBuffer: boolean = true): Buffer {\r\n const matrixBuffer = new Buffer(this.getEngine(), buffer, !staticBuffer, 16, false, true);\r\n\r\n for (let i = 0; i < 4; i++) {\r\n this.setVerticesBuffer(matrixBuffer.createVertexBuffer(kind + i, i * 4, 4));\r\n }\r\n\r\n return matrixBuffer;\r\n};\r\n\r\nMesh.prototype.thinInstanceSetBuffer = function (kind: string, buffer: Nullable<Float32Array>, stride: number = 0, staticBuffer: boolean = true): void {\r\n stride = stride || 16;\r\n\r\n if (kind === \"matrix\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = null;\r\n this._thinInstanceDataStorage.matrixBufferSize = buffer ? buffer.length : 32 * stride;\r\n this._thinInstanceDataStorage.matrixData = buffer;\r\n this._thinInstanceDataStorage.worldMatrices = null;\r\n\r\n if (buffer !== null) {\r\n this._thinInstanceDataStorage.instancesCount = buffer.length / stride;\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", buffer, staticBuffer);\r\n\r\n if (!this.doNotSyncBoundingInfo) {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n }\r\n } else {\r\n this._thinInstanceDataStorage.instancesCount = 0;\r\n if (!this.doNotSyncBoundingInfo) {\r\n // mesh has no more thin instances, so need to recompute the bounding box because it's the regular mesh that will now be displayed\r\n this.refreshBoundingInfo();\r\n }\r\n }\r\n } else if (kind === \"previousMatrix\") {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = null;\r\n this._thinInstanceDataStorage.previousMatrixData = buffer;\r\n if (buffer !== null) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\"previousWorld\", buffer, staticBuffer);\r\n }\r\n } else {\r\n // color for instanced mesh is ColorInstanceKind and not ColorKind because of native that needs to do the differenciation\r\n // hot switching kind here to preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (buffer === null) {\r\n if (this._userThinInstanceBuffersStorage?.data[kind]) {\r\n this.removeVerticesData(kind);\r\n delete this._userThinInstanceBuffersStorage.data[kind];\r\n delete this._userThinInstanceBuffersStorage.strides[kind];\r\n delete this._userThinInstanceBuffersStorage.sizes[kind];\r\n delete this._userThinInstanceBuffersStorage.vertexBuffers[kind];\r\n }\r\n } else {\r\n this._thinInstanceInitializeUserStorage();\r\n\r\n this._userThinInstanceBuffersStorage.data[kind] = buffer;\r\n this._userThinInstanceBuffersStorage.strides[kind] = stride;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = buffer.length;\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), buffer, kind, !staticBuffer, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstanceBufferUpdated = function (kind: string): void {\r\n if (kind === \"matrix\") {\r\n if (this.thinInstanceAllowAutomaticStaticBufferRecreation && this._thinInstanceDataStorage.matrixBuffer && !this._thinInstanceDataStorage.matrixBuffer.isUpdatable()) {\r\n this._thinInstanceRecreateBuffer(kind);\r\n }\r\n this._thinInstanceDataStorage.matrixBuffer?.updateDirectly(this._thinInstanceDataStorage.matrixData!, 0, this._thinInstanceDataStorage.instancesCount);\r\n } else if (kind === \"previousMatrix\") {\r\n if (\r\n this.thinInstanceAllowAutomaticStaticBufferRecreation &&\r\n this._thinInstanceDataStorage.previousMatrixBuffer &&\r\n !this._thinInstanceDataStorage.previousMatrixBuffer.isUpdatable()\r\n ) {\r\n this._thinInstanceRecreateBuffer(kind);\r\n }\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.updateDirectly(this._thinInstanceDataStorage.previousMatrixData!, 0, this._thinInstanceDataStorage.instancesCount);\r\n } else {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {\r\n if (this.thinInstanceAllowAutomaticStaticBufferRecreation && !this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.isUpdatable()) {\r\n this._thinInstanceRecreateBuffer(kind);\r\n }\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.updateDirectly(this._userThinInstanceBuffersStorage.data[kind], 0);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstancePartialBufferUpdate = function (kind: string, data: Float32Array, offset: number): void {\r\n if (kind === \"matrix\") {\r\n if (this._thinInstanceDataStorage.matrixBuffer) {\r\n this._thinInstanceDataStorage.matrixBuffer.updateDirectly(data, offset);\r\n }\r\n } else {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.updateDirectly(data, offset);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype.thinInstanceGetWorldMatrices = function (): Matrix[] {\r\n if (!this._thinInstanceDataStorage.matrixData || !this._thinInstanceDataStorage.matrixBuffer) {\r\n return [];\r\n }\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n if (!this._thinInstanceDataStorage.worldMatrices) {\r\n this._thinInstanceDataStorage.worldMatrices = [] as Matrix[];\r\n\r\n for (let i = 0; i < this._thinInstanceDataStorage.instancesCount; ++i) {\r\n this._thinInstanceDataStorage.worldMatrices[i] = Matrix.FromArray(matrixData, i * 16);\r\n }\r\n }\r\n\r\n return this._thinInstanceDataStorage.worldMatrices;\r\n};\r\n\r\nMesh.prototype.thinInstanceRefreshBoundingInfo = function (forceRefreshParentInfo: boolean = false, applySkeleton: boolean = false, applyMorph: boolean = false) {\r\n if (!this._thinInstanceDataStorage.matrixData || !this._thinInstanceDataStorage.matrixBuffer) {\r\n return;\r\n }\r\n\r\n const vectors = this._thinInstanceDataStorage.boundingVectors;\r\n\r\n if (forceRefreshParentInfo || !this.rawBoundingInfo) {\r\n vectors.length = 0;\r\n this.refreshBoundingInfo(applySkeleton, applyMorph);\r\n const boundingInfo = this.getBoundingInfo();\r\n this.rawBoundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n\r\n const boundingInfo = this.getBoundingInfo();\r\n const matrixData = this._thinInstanceDataStorage.matrixData;\r\n\r\n if (vectors.length === 0) {\r\n for (let v = 0; v < boundingInfo.boundingBox.vectors.length; ++v) {\r\n vectors.push(boundingInfo.boundingBox.vectors[v].clone());\r\n }\r\n }\r\n\r\n TmpVectors.Vector3[0].setAll(Number.POSITIVE_INFINITY); // min\r\n TmpVectors.Vector3[1].setAll(Number.NEGATIVE_INFINITY); // max\r\n\r\n for (let i = 0; i < this._thinInstanceDataStorage.instancesCount; ++i) {\r\n Matrix.FromArrayToRef(matrixData, i * 16, TmpVectors.Matrix[0]);\r\n\r\n for (let v = 0; v < vectors.length; ++v) {\r\n Vector3.TransformCoordinatesToRef(vectors[v], TmpVectors.Matrix[0], TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[0].minimizeInPlace(TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[1].maximizeInPlace(TmpVectors.Vector3[2]);\r\n }\r\n }\r\n\r\n boundingInfo.reConstruct(TmpVectors.Vector3[0], TmpVectors.Vector3[1]);\r\n\r\n this._updateBoundingInfo();\r\n};\r\n\r\nMesh.prototype._thinInstanceRecreateBuffer = function (kind: string, staticBuffer: boolean = true) {\r\n if (kind === \"matrix\") {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", this._thinInstanceDataStorage.matrixData, staticBuffer);\r\n } else if (kind === \"previousMatrix\") {\r\n if (this._scene.needsPreviousWorldMatrices) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\r\n \"previousWorld\",\r\n this._thinInstanceDataStorage.previousMatrixData ?? this._thinInstanceDataStorage.matrixData,\r\n staticBuffer\r\n );\r\n }\r\n } else {\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]?.dispose();\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(\r\n this.getEngine(),\r\n this._userThinInstanceBuffersStorage.data[kind],\r\n kind,\r\n !staticBuffer,\r\n false,\r\n this._userThinInstanceBuffersStorage.strides[kind],\r\n true\r\n );\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n};\r\n\r\nMesh.prototype._thinInstanceUpdateBufferSize = function (kind: string, numInstances: number = 1) {\r\n // preserve backward compatibility\r\n if (kind === VertexBuffer.ColorKind) {\r\n kind = VertexBuffer.ColorInstanceKind;\r\n }\r\n\r\n const kindIsMatrix = kind === \"matrix\";\r\n\r\n if (!kindIsMatrix && (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.strides[kind])) {\r\n return;\r\n }\r\n\r\n const stride = kindIsMatrix ? 16 : this._userThinInstanceBuffersStorage.strides[kind];\r\n const currentSize = kindIsMatrix ? this._thinInstanceDataStorage.matrixBufferSize : this._userThinInstanceBuffersStorage.sizes[kind];\r\n let data = kindIsMatrix ? this._thinInstanceDataStorage.matrixData : this._userThinInstanceBuffersStorage.data[kind];\r\n\r\n const bufferSize = (this._thinInstanceDataStorage.instancesCount + numInstances) * stride;\r\n\r\n let newSize = currentSize;\r\n\r\n while (newSize < bufferSize) {\r\n newSize *= 2;\r\n }\r\n\r\n if (!data || currentSize != newSize) {\r\n if (!data) {\r\n data = new Float32Array(newSize);\r\n } else {\r\n const newData = new Float32Array(newSize);\r\n newData.set(data, 0);\r\n data = newData;\r\n }\r\n\r\n if (kindIsMatrix) {\r\n this._thinInstanceDataStorage.matrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = this._thinInstanceCreateMatrixBuffer(\"world\", data, false);\r\n this._thinInstanceDataStorage.matrixData = data;\r\n this._thinInstanceDataStorage.matrixBufferSize = newSize;\r\n if (this._scene.needsPreviousWorldMatrices && !this._thinInstanceDataStorage.previousMatrixData) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = this._thinInstanceCreateMatrixBuffer(\"previousWorld\", data, false);\r\n }\r\n } else {\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind]?.dispose();\r\n\r\n this._userThinInstanceBuffersStorage.data[kind] = data;\r\n this._userThinInstanceBuffersStorage.sizes[kind] = newSize;\r\n this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), data, kind, true, false, stride, true);\r\n\r\n this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._thinInstanceInitializeUserStorage = function () {\r\n if (!this._userThinInstanceBuffersStorage) {\r\n this._userThinInstanceBuffersStorage = {\r\n data: {},\r\n sizes: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n };\r\n }\r\n};\r\n\r\nMesh.prototype._disposeThinInstanceSpecificData = function () {\r\n if (this._thinInstanceDataStorage?.matrixBuffer) {\r\n this._thinInstanceDataStorage.matrixBuffer.dispose();\r\n this._thinInstanceDataStorage.matrixBuffer = null;\r\n }\r\n if (this._thinInstanceDataStorage?.previousMatrixBuffer) {\r\n this._thinInstanceDataStorage.previousMatrixBuffer.dispose();\r\n this._thinInstanceDataStorage.previousMatrixBuffer = null;\r\n }\r\n};\r\n"]}
@@ -207,7 +207,8 @@ export class SnapshotRenderingHelper {
207
207
  if (mesh.subMeshes) {
208
208
  const sourceMesh = mesh;
209
209
  for (const subMesh of sourceMesh.subMeshes) {
210
- sourceMesh._updateInstancedBuffers(subMesh, sourceMesh._getInstancesRenderList(subMesh._id), sourceMesh._instanceDataStorage.instancesBufferSize, this._engine);
210
+ const batch = sourceMesh._getInstancesRenderList(subMesh._id);
211
+ sourceMesh._updateInstancedBuffers(subMesh, batch, batch.parent.instancesBufferSize, this._engine);
211
212
  }
212
213
  }
213
214
  return true;
@@ -1 +1 @@
1
- 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type {\r\n AbstractEngine,\r\n AbstractMesh,\r\n EffectLayer,\r\n Mesh,\r\n Nullable,\r\n Observer,\r\n Scene,\r\n WebGPUDrawContext,\r\n WebGPUShaderProcessor,\r\n WebGPUPipelineContext,\r\n GaussianSplattingMesh,\r\n} from \"core/index\";\r\n\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { BindMorphTargetParameters } from \"core/Materials/materialHelper.functions\";\r\nimport { ScenePerformancePriority } from \"core/scene\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Options for the snapshot rendering helper\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SnapshotRenderingHelpersOptions {\r\n /**\r\n * Maximum number of influences for morph target managers\r\n * In FAST snapshot mode, the number of influences must be fixed and cannot change from one frame to the next.\r\n * morphTargetsNumMaxInfluences is the maximum number of non-zero influences allowed in a morph target manager.\r\n * The final value defined for a morph target manager is: Math.min(morphTargetManager.numTargets, morphTargetsNumMaxInfluences)\r\n * Default: 20\r\n */\r\n morphTargetsNumMaxInfluences?: number;\r\n}\r\n\r\n/**\r\n * A helper class to simplify work with FAST snapshot mode (WebGPU only - can be used in WebGL too, but won't do anything).\r\n */\r\nexport class SnapshotRenderingHelper {\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _options: SnapshotRenderingHelpersOptions;\r\n private readonly _onBeforeRenderObserver: Nullable<Observer<Scene>>;\r\n private _onBeforeRenderObserverUpdateLayer: Nullable<Observer<Scene>>;\r\n private readonly _onResizeObserver: Nullable<Observer<AbstractEngine>>;\r\n private _disableRenderingRefCount = 0;\r\n private _currentPerformancePriorityMode = ScenePerformancePriority.BackwardCompatible;\r\n private _pendingCurrentPerformancePriorityMode?: ScenePerformancePriority;\r\n private _isEnabling = false;\r\n private _enableCancelFunctions: Map<() => void, () => void> = new Map(); // first function is the callback, second function is the cancel function\r\n private _disableCancelFunctions: Map<() => void, () => void> = new Map(); // same as above\r\n\r\n /**\r\n * Indicates if debug logs should be displayed\r\n */\r\n public showDebugLogs = false;\r\n\r\n /**\r\n * Creates a new snapshot rendering helper\r\n * Note that creating an instance of the helper will set the snapshot rendering mode to SNAPSHOTRENDERING_FAST but will not enable snapshot rendering (engine.snapshotRendering is not updated).\r\n * Note also that fixMeshes() is called as part of the construction\r\n * @param scene The scene to use the helper in\r\n * @param options The options for the helper\r\n */\r\n constructor(scene: Scene, options?: SnapshotRenderingHelpersOptions) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n if (!this._engine.isWebGPU) {\r\n return;\r\n }\r\n\r\n this._options = {\r\n morphTargetsNumMaxInfluences: 20,\r\n ...options,\r\n };\r\n\r\n this._engine.snapshotRenderingMode = Constants.SNAPSHOTRENDERING_FAST;\r\n\r\n this.fixMeshes();\r\n\r\n this._onResizeObserver = this._engine.onResizeObservable.add(() => {\r\n this._log(\"onResize\", \"start\");\r\n\r\n // enableSnapshotRendering() will delay the actual enabling of snapshot rendering by at least a frame, so these two lines are not redundant!\r\n if (this._fastSnapshotRenderingEnabled) {\r\n this.disableSnapshotRendering();\r\n this.enableSnapshotRendering();\r\n }\r\n\r\n this._log(\"onResize\", \"end\");\r\n });\r\n\r\n this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this._fastSnapshotRenderingEnabled) {\r\n return;\r\n }\r\n\r\n // Animate skeletons\r\n for (const skeleton of scene.skeletons) {\r\n skeleton.prepare(true);\r\n }\r\n\r\n for (const mesh of scene.meshes) {\r\n if (mesh.infiniteDistance) {\r\n mesh.transferToEffect(mesh.computeWorldMatrix(true));\r\n }\r\n\r\n if (mesh.skeleton) {\r\n mesh.transferToEffect(mesh.computeWorldMatrix(true));\r\n }\r\n\r\n if (mesh.getClassName() === \"GaussianSplattingMesh\") {\r\n (mesh as GaussianSplattingMesh)._postToWorker();\r\n }\r\n\r\n if (mesh.morphTargetManager && mesh.subMeshes) {\r\n // Make sure morph target animations work\r\n for (const subMesh of mesh.subMeshes) {\r\n const dw = subMesh._drawWrapper;\r\n const effect = dw.effect;\r\n if (effect) {\r\n const dataBuffer = (dw.drawContext as WebGPUDrawContext).buffers[\"LeftOver\" satisfies (typeof WebGPUShaderProcessor)[\"LeftOvertUBOName\"]];\r\n const ubLeftOver = (effect._pipelineContext as WebGPUPipelineContext)?.uniformBuffer;\r\n if (dataBuffer && ubLeftOver && ubLeftOver.setDataBuffer(dataBuffer)) {\r\n mesh.morphTargetManager._bind(effect);\r\n BindMorphTargetParameters(mesh, effect);\r\n ubLeftOver.update();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the helper is in a steady state (not in the process of enabling snapshot rendering).\r\n */\r\n public get isReady() {\r\n return !this._isEnabling;\r\n }\r\n\r\n /**\r\n * Enable snapshot rendering\r\n * Use this method instead of engine.snapshotRendering=true, to make sure everything is ready before enabling snapshot rendering.\r\n * Note that this method is ref-counted and works in pair with disableSnapshotRendering(): you should call enableSnapshotRendering() as many times as you call disableSnapshotRendering().\r\n */\r\n public enableSnapshotRendering() {\r\n if (!this._engine.isWebGPU) {\r\n return;\r\n }\r\n\r\n if (--this._disableRenderingRefCount > 0) {\r\n return;\r\n }\r\n\r\n this._log(\"enableSnapshotRendering\", \"called\");\r\n if (this._disableCancelFunctions.size > 0) {\r\n this._log(\"enableSnapshotRendering\", `cancelling ${this._disableCancelFunctions.size} \"disable\" callbacks`);\r\n }\r\n\r\n this._disableCancelFunctions.forEach((cancel) => cancel());\r\n this._disableCancelFunctions.clear();\r\n\r\n this._isEnabling = true;\r\n this._disableRenderingRefCount = 0;\r\n\r\n this._currentPerformancePriorityMode = this._pendingCurrentPerformancePriorityMode ?? this._scene.performancePriority;\r\n this._pendingCurrentPerformancePriorityMode = undefined;\r\n this._scene.performancePriority = ScenePerformancePriority.BackwardCompatible;\r\n\r\n const callbackWhenSceneReady = () => {\r\n this._enableCancelFunctions.delete(callbackWhenSceneReady);\r\n\r\n // Make sure a full frame is rendered before enabling snapshot rendering, so use \"+2\" instead of \"+1\"\r\n const targetFrameId = this._engine.frameId + 2;\r\n\r\n this._log(\"enableSnapshotRendering\", `scene ready, add callbacks for frames ${targetFrameId} and ${targetFrameId + 1}`);\r\n\r\n this._executeAtFrame(targetFrameId, () => {\r\n this._log(\"enableSnapshotRendering\", `callback #1, enable snapshot rendering at the engine level`);\r\n this._engine.snapshotRendering = true;\r\n });\r\n\r\n // Render one frame with snapshot rendering enabled to make sure everything is ready\r\n this._executeAtFrame(targetFrameId + 1, () => {\r\n this._log(\"enableSnapshotRendering\", `callback #2, signals that snapshot rendering helper is ready`);\r\n this._isEnabling = false;\r\n });\r\n };\r\n\r\n this._enableCancelFunctions.set(callbackWhenSceneReady, () => this._scene.onReadyObservable.removeCallback(callbackWhenSceneReady));\r\n\r\n this._scene.executeWhenReady(callbackWhenSceneReady);\r\n }\r\n\r\n /**\r\n * Disable snapshot rendering\r\n * Note that this method is ref-counted and works in pair with disableSnapshotRendering(): you should call enableSnapshotRendering() as many times as you call disableSnapshotRendering().\r\n */\r\n public disableSnapshotRendering() {\r\n if (!this._engine.isWebGPU) {\r\n return;\r\n }\r\n\r\n this._log(\"disableSnapshotRendering\", \"called\");\r\n\r\n if (this._disableRenderingRefCount === 0) {\r\n if (this._enableCancelFunctions.size > 0) {\r\n this._log(\"disableSnapshotRendering\", `cancelling ${this._enableCancelFunctions.size} \"enable\" callbacks`);\r\n }\r\n\r\n this._enableCancelFunctions.forEach((cancel) => cancel());\r\n this._enableCancelFunctions.clear();\r\n\r\n this._isEnabling = false;\r\n\r\n // Snapshot rendering switches from enabled to disabled\r\n // We reset the performance priority mode to that which it was before enabling snapshot rendering, but first set it to “BackwardCompatible” to allow the system to regenerate resources that may have been optimized for snapshot rendering.\r\n // We'll then restore the original mode at the next frame.\r\n this._scene.performancePriority = ScenePerformancePriority.BackwardCompatible;\r\n if (this._currentPerformancePriorityMode !== ScenePerformancePriority.BackwardCompatible) {\r\n this._log(\r\n \"disableSnapshotRendering\",\r\n `makes sure that the scene is rendered once in BackwardCompatible mode (code: ${ScenePerformancePriority.BackwardCompatible}) before switching to mode ${this._currentPerformancePriorityMode}`\r\n );\r\n\r\n this._pendingCurrentPerformancePriorityMode = this._currentPerformancePriorityMode;\r\n\r\n const callbackWhenSceneReady = () => {\r\n this._log(\"disableSnapshotRendering\", `scene ready, add callback for frame ${this._engine.frameId + 2}`);\r\n\r\n this._executeAtFrame(\r\n this._engine.frameId + 2,\r\n () => {\r\n this._log(\"disableSnapshotRendering\", `switching to performance priority mode ${this._pendingCurrentPerformancePriorityMode}`);\r\n this._scene.performancePriority = this._pendingCurrentPerformancePriorityMode!;\r\n this._pendingCurrentPerformancePriorityMode = undefined;\r\n },\r\n \"whenDisabled\"\r\n );\r\n };\r\n\r\n this._disableCancelFunctions.set(callbackWhenSceneReady, () => this._scene.onReadyObservable.removeCallback(callbackWhenSceneReady));\r\n\r\n this._scene.executeWhenReady(callbackWhenSceneReady);\r\n }\r\n }\r\n\r\n this._engine.snapshotRendering = false;\r\n this._disableRenderingRefCount++;\r\n }\r\n\r\n /**\r\n * Fix meshes for snapshot rendering.\r\n * This method will make sure that some features are disabled or fixed to make sure snapshot rendering works correctly.\r\n * @param meshes List of meshes to fix. If not provided, all meshes in the scene will be fixed.\r\n */\r\n public fixMeshes(meshes?: AbstractMesh[]) {\r\n if (!this._engine.isWebGPU) {\r\n return;\r\n }\r\n\r\n meshes = meshes || this._scene.meshes;\r\n\r\n for (const mesh of meshes) {\r\n (mesh as Mesh).ignoreCameraMaxZ = false;\r\n if (mesh.morphTargetManager) {\r\n mesh.morphTargetManager.numMaxInfluencers = Math.min(mesh.morphTargetManager.numTargets, this._options.morphTargetsNumMaxInfluences!);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Call this method to update a mesh on the GPU after some properties have changed (position, rotation, scaling, visibility).\r\n * @param mesh The mesh to update. Can be a single mesh or an array of meshes to update.\r\n * @param updateInstancedMeshes If true, the method will also update instanced meshes. Default is true. If you know instanced meshes won't move (or you don't have instanced meshes), you can set this to false to save some CPU time.\r\n */\r\n public updateMesh(mesh: AbstractMesh | AbstractMesh[], updateInstancedMeshes = true) {\r\n if (!this._fastSnapshotRenderingEnabled) {\r\n return;\r\n }\r\n\r\n if (Array.isArray(mesh)) {\r\n for (const m of mesh) {\r\n if (!updateInstancedMeshes || !this._updateInstancedMesh(m)) {\r\n m.transferToEffect(m.computeWorldMatrix());\r\n }\r\n }\r\n return;\r\n }\r\n\r\n if (!updateInstancedMeshes || !this._updateInstancedMesh(mesh)) {\r\n mesh.transferToEffect(mesh.computeWorldMatrix());\r\n }\r\n }\r\n\r\n private _updateInstancedMesh(mesh: AbstractMesh) {\r\n if (mesh.hasInstances) {\r\n if (mesh.subMeshes) {\r\n const sourceMesh = mesh as Mesh;\r\n for (const subMesh of sourceMesh.subMeshes) {\r\n sourceMesh._updateInstancedBuffers(subMesh, sourceMesh._getInstancesRenderList(subMesh._id), sourceMesh._instanceDataStorage.instancesBufferSize, this._engine);\r\n }\r\n }\r\n return true;\r\n } else if (mesh.isAnInstance) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Update the meshes used in an effect layer to ensure that snapshot rendering works correctly for these meshes in this layer.\r\n * @param effectLayer The effect layer\r\n * @param autoUpdate If true, the helper will automatically update the effect layer meshes with each frame. If false, you'll need to call this method manually when the camera or layer meshes move or rotate.\r\n */\r\n public updateMeshesForEffectLayer(effectLayer: EffectLayer, autoUpdate = true) {\r\n if (!this._engine.isWebGPU) {\r\n return;\r\n }\r\n\r\n const renderPassId = effectLayer.mainTexture.renderPassId;\r\n\r\n if (autoUpdate) {\r\n this._onBeforeRenderObserverUpdateLayer = this._scene.onBeforeRenderObservable.add(() => {\r\n this._updateMeshMatricesForRenderPassId(renderPassId);\r\n });\r\n } else {\r\n this._updateMeshMatricesForRenderPassId(renderPassId);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the helper\r\n */\r\n public dispose() {\r\n if (!this._engine.isWebGPU) {\r\n return;\r\n }\r\n\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRenderObserverUpdateLayer);\r\n this._engine.onResizeObservable.remove(this._onResizeObserver);\r\n }\r\n\r\n private get _fastSnapshotRenderingEnabled() {\r\n return this._engine.snapshotRendering && this._engine.snapshotRenderingMode === Constants.SNAPSHOTRENDERING_FAST;\r\n }\r\n\r\n private _updateMeshMatricesForRenderPassId(renderPassId: number) {\r\n if (!this._fastSnapshotRenderingEnabled) {\r\n return;\r\n }\r\n\r\n const sceneTransformationMatrix = this._scene.getTransformMatrix();\r\n\r\n for (let i = 0; i < this._scene.meshes.length; ++i) {\r\n const mesh = this._scene.meshes[i];\r\n if (!mesh.subMeshes) {\r\n continue;\r\n }\r\n\r\n for (let j = 0; j < mesh.subMeshes.length; ++j) {\r\n const dw = mesh.subMeshes[j]._getDrawWrapper(renderPassId);\r\n const effect = dw?.effect;\r\n if (effect) {\r\n const dataBuffer = (dw.drawContext as WebGPUDrawContext).buffers[\"LeftOver\" satisfies (typeof WebGPUShaderProcessor)[\"LeftOvertUBOName\"]];\r\n const ubLeftOver = (effect._pipelineContext as WebGPUPipelineContext)?.uniformBuffer;\r\n if (dataBuffer && ubLeftOver && ubLeftOver.setDataBuffer(dataBuffer)) {\r\n effect.setMatrix(\"viewProjection\", sceneTransformationMatrix);\r\n effect.setMatrix(\"world\", mesh.computeWorldMatrix());\r\n ubLeftOver.update();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _executeAtFrame(frameId: number, func: () => void, mode: \"whenEnabled\" | \"whenDisabled\" = \"whenEnabled\") {\r\n const callback = () => {\r\n if (this._engine.frameId >= frameId) {\r\n this._engine.onEndFrameObservable.remove(obs);\r\n if (mode === \"whenEnabled\") {\r\n this._enableCancelFunctions.delete(callback);\r\n } else {\r\n this._disableCancelFunctions.delete(callback);\r\n }\r\n func();\r\n }\r\n };\r\n\r\n const obs = this._engine.onEndFrameObservable.add(callback);\r\n if (mode === \"whenEnabled\") {\r\n this._enableCancelFunctions.set(callback, () => this._engine.onEndFrameObservable.remove(obs));\r\n } else {\r\n this._disableCancelFunctions.set(callback, () => this._engine.onEndFrameObservable.remove(obs));\r\n }\r\n }\r\n\r\n private _log(funcName: string, message: string) {\r\n if (this.showDebugLogs) {\r\n Logger.Log(`[Frame: ${this._engine.frameId}] SnapshotRenderingHelper:${funcName} - ${message}`);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type {\r\n AbstractEngine,\r\n AbstractMesh,\r\n EffectLayer,\r\n Mesh,\r\n Nullable,\r\n Observer,\r\n Scene,\r\n WebGPUDrawContext,\r\n WebGPUShaderProcessor,\r\n WebGPUPipelineContext,\r\n GaussianSplattingMesh,\r\n} from \"core/index\";\r\n\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { BindMorphTargetParameters } from \"core/Materials/materialHelper.functions\";\r\nimport { ScenePerformancePriority } from \"core/scene\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Options for the snapshot rendering helper\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SnapshotRenderingHelpersOptions {\r\n /**\r\n * Maximum number of influences for morph target managers\r\n * In FAST snapshot mode, the number of influences must be fixed and cannot change from one frame to the next.\r\n * morphTargetsNumMaxInfluences is the maximum number of non-zero influences allowed in a morph target manager.\r\n * The final value defined for a morph target manager is: Math.min(morphTargetManager.numTargets, morphTargetsNumMaxInfluences)\r\n * Default: 20\r\n */\r\n morphTargetsNumMaxInfluences?: number;\r\n}\r\n\r\n/**\r\n * A helper class to simplify work with FAST snapshot mode (WebGPU only - can be used in WebGL too, but won't do anything).\r\n */\r\nexport class SnapshotRenderingHelper {\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _options: SnapshotRenderingHelpersOptions;\r\n private readonly _onBeforeRenderObserver: Nullable<Observer<Scene>>;\r\n private _onBeforeRenderObserverUpdateLayer: Nullable<Observer<Scene>>;\r\n private readonly _onResizeObserver: Nullable<Observer<AbstractEngine>>;\r\n private _disableRenderingRefCount = 0;\r\n private _currentPerformancePriorityMode = ScenePerformancePriority.BackwardCompatible;\r\n private _pendingCurrentPerformancePriorityMode?: ScenePerformancePriority;\r\n private _isEnabling = false;\r\n private _enableCancelFunctions: Map<() => void, () => void> = new Map(); // first function is the callback, second function is the cancel function\r\n private _disableCancelFunctions: Map<() => void, () => void> = new Map(); // same as above\r\n\r\n /**\r\n * Indicates if debug logs should be displayed\r\n */\r\n public showDebugLogs = false;\r\n\r\n /**\r\n * Creates a new snapshot rendering helper\r\n * Note that creating an instance of the helper will set the snapshot rendering mode to SNAPSHOTRENDERING_FAST but will not enable snapshot rendering (engine.snapshotRendering is not updated).\r\n * Note also that fixMeshes() is called as part of the construction\r\n * @param scene The scene to use the helper in\r\n * @param options The options for the helper\r\n */\r\n constructor(scene: Scene, options?: SnapshotRenderingHelpersOptions) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n if (!this._engine.isWebGPU) {\r\n return;\r\n }\r\n\r\n this._options = {\r\n morphTargetsNumMaxInfluences: 20,\r\n ...options,\r\n };\r\n\r\n this._engine.snapshotRenderingMode = Constants.SNAPSHOTRENDERING_FAST;\r\n\r\n this.fixMeshes();\r\n\r\n this._onResizeObserver = this._engine.onResizeObservable.add(() => {\r\n this._log(\"onResize\", \"start\");\r\n\r\n // enableSnapshotRendering() will delay the actual enabling of snapshot rendering by at least a frame, so these two lines are not redundant!\r\n if (this._fastSnapshotRenderingEnabled) {\r\n this.disableSnapshotRendering();\r\n this.enableSnapshotRendering();\r\n }\r\n\r\n this._log(\"onResize\", \"end\");\r\n });\r\n\r\n this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this._fastSnapshotRenderingEnabled) {\r\n return;\r\n }\r\n\r\n // Animate skeletons\r\n for (const skeleton of scene.skeletons) {\r\n skeleton.prepare(true);\r\n }\r\n\r\n for (const mesh of scene.meshes) {\r\n if (mesh.infiniteDistance) {\r\n mesh.transferToEffect(mesh.computeWorldMatrix(true));\r\n }\r\n\r\n if (mesh.skeleton) {\r\n mesh.transferToEffect(mesh.computeWorldMatrix(true));\r\n }\r\n\r\n if (mesh.getClassName() === \"GaussianSplattingMesh\") {\r\n (mesh as GaussianSplattingMesh)._postToWorker();\r\n }\r\n\r\n if (mesh.morphTargetManager && mesh.subMeshes) {\r\n // Make sure morph target animations work\r\n for (const subMesh of mesh.subMeshes) {\r\n const dw = subMesh._drawWrapper;\r\n const effect = dw.effect;\r\n if (effect) {\r\n const dataBuffer = (dw.drawContext as WebGPUDrawContext).buffers[\"LeftOver\" satisfies (typeof WebGPUShaderProcessor)[\"LeftOvertUBOName\"]];\r\n const ubLeftOver = (effect._pipelineContext as WebGPUPipelineContext)?.uniformBuffer;\r\n if (dataBuffer && ubLeftOver && ubLeftOver.setDataBuffer(dataBuffer)) {\r\n mesh.morphTargetManager._bind(effect);\r\n BindMorphTargetParameters(mesh, effect);\r\n ubLeftOver.update();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the helper is in a steady state (not in the process of enabling snapshot rendering).\r\n */\r\n public get isReady() {\r\n return !this._isEnabling;\r\n }\r\n\r\n /**\r\n * Enable snapshot rendering\r\n * Use this method instead of engine.snapshotRendering=true, to make sure everything is ready before enabling snapshot rendering.\r\n * Note that this method is ref-counted and works in pair with disableSnapshotRendering(): you should call enableSnapshotRendering() as many times as you call disableSnapshotRendering().\r\n */\r\n public enableSnapshotRendering() {\r\n if (!this._engine.isWebGPU) {\r\n return;\r\n }\r\n\r\n if (--this._disableRenderingRefCount > 0) {\r\n return;\r\n }\r\n\r\n this._log(\"enableSnapshotRendering\", \"called\");\r\n if (this._disableCancelFunctions.size > 0) {\r\n this._log(\"enableSnapshotRendering\", `cancelling ${this._disableCancelFunctions.size} \"disable\" callbacks`);\r\n }\r\n\r\n this._disableCancelFunctions.forEach((cancel) => cancel());\r\n this._disableCancelFunctions.clear();\r\n\r\n this._isEnabling = true;\r\n this._disableRenderingRefCount = 0;\r\n\r\n this._currentPerformancePriorityMode = this._pendingCurrentPerformancePriorityMode ?? this._scene.performancePriority;\r\n this._pendingCurrentPerformancePriorityMode = undefined;\r\n this._scene.performancePriority = ScenePerformancePriority.BackwardCompatible;\r\n\r\n const callbackWhenSceneReady = () => {\r\n this._enableCancelFunctions.delete(callbackWhenSceneReady);\r\n\r\n // Make sure a full frame is rendered before enabling snapshot rendering, so use \"+2\" instead of \"+1\"\r\n const targetFrameId = this._engine.frameId + 2;\r\n\r\n this._log(\"enableSnapshotRendering\", `scene ready, add callbacks for frames ${targetFrameId} and ${targetFrameId + 1}`);\r\n\r\n this._executeAtFrame(targetFrameId, () => {\r\n this._log(\"enableSnapshotRendering\", `callback #1, enable snapshot rendering at the engine level`);\r\n this._engine.snapshotRendering = true;\r\n });\r\n\r\n // Render one frame with snapshot rendering enabled to make sure everything is ready\r\n this._executeAtFrame(targetFrameId + 1, () => {\r\n this._log(\"enableSnapshotRendering\", `callback #2, signals that snapshot rendering helper is ready`);\r\n this._isEnabling = false;\r\n });\r\n };\r\n\r\n this._enableCancelFunctions.set(callbackWhenSceneReady, () => this._scene.onReadyObservable.removeCallback(callbackWhenSceneReady));\r\n\r\n this._scene.executeWhenReady(callbackWhenSceneReady);\r\n }\r\n\r\n /**\r\n * Disable snapshot rendering\r\n * Note that this method is ref-counted and works in pair with disableSnapshotRendering(): you should call enableSnapshotRendering() as many times as you call disableSnapshotRendering().\r\n */\r\n public disableSnapshotRendering() {\r\n if (!this._engine.isWebGPU) {\r\n return;\r\n }\r\n\r\n this._log(\"disableSnapshotRendering\", \"called\");\r\n\r\n if (this._disableRenderingRefCount === 0) {\r\n if (this._enableCancelFunctions.size > 0) {\r\n this._log(\"disableSnapshotRendering\", `cancelling ${this._enableCancelFunctions.size} \"enable\" callbacks`);\r\n }\r\n\r\n this._enableCancelFunctions.forEach((cancel) => cancel());\r\n this._enableCancelFunctions.clear();\r\n\r\n this._isEnabling = false;\r\n\r\n // Snapshot rendering switches from enabled to disabled\r\n // We reset the performance priority mode to that which it was before enabling snapshot rendering, but first set it to “BackwardCompatible” to allow the system to regenerate resources that may have been optimized for snapshot rendering.\r\n // We'll then restore the original mode at the next frame.\r\n this._scene.performancePriority = ScenePerformancePriority.BackwardCompatible;\r\n if (this._currentPerformancePriorityMode !== ScenePerformancePriority.BackwardCompatible) {\r\n this._log(\r\n \"disableSnapshotRendering\",\r\n `makes sure that the scene is rendered once in BackwardCompatible mode (code: ${ScenePerformancePriority.BackwardCompatible}) before switching to mode ${this._currentPerformancePriorityMode}`\r\n );\r\n\r\n this._pendingCurrentPerformancePriorityMode = this._currentPerformancePriorityMode;\r\n\r\n const callbackWhenSceneReady = () => {\r\n this._log(\"disableSnapshotRendering\", `scene ready, add callback for frame ${this._engine.frameId + 2}`);\r\n\r\n this._executeAtFrame(\r\n this._engine.frameId + 2,\r\n () => {\r\n this._log(\"disableSnapshotRendering\", `switching to performance priority mode ${this._pendingCurrentPerformancePriorityMode}`);\r\n this._scene.performancePriority = this._pendingCurrentPerformancePriorityMode!;\r\n this._pendingCurrentPerformancePriorityMode = undefined;\r\n },\r\n \"whenDisabled\"\r\n );\r\n };\r\n\r\n this._disableCancelFunctions.set(callbackWhenSceneReady, () => this._scene.onReadyObservable.removeCallback(callbackWhenSceneReady));\r\n\r\n this._scene.executeWhenReady(callbackWhenSceneReady);\r\n }\r\n }\r\n\r\n this._engine.snapshotRendering = false;\r\n this._disableRenderingRefCount++;\r\n }\r\n\r\n /**\r\n * Fix meshes for snapshot rendering.\r\n * This method will make sure that some features are disabled or fixed to make sure snapshot rendering works correctly.\r\n * @param meshes List of meshes to fix. If not provided, all meshes in the scene will be fixed.\r\n */\r\n public fixMeshes(meshes?: AbstractMesh[]) {\r\n if (!this._engine.isWebGPU) {\r\n return;\r\n }\r\n\r\n meshes = meshes || this._scene.meshes;\r\n\r\n for (const mesh of meshes) {\r\n (mesh as Mesh).ignoreCameraMaxZ = false;\r\n if (mesh.morphTargetManager) {\r\n mesh.morphTargetManager.numMaxInfluencers = Math.min(mesh.morphTargetManager.numTargets, this._options.morphTargetsNumMaxInfluences!);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Call this method to update a mesh on the GPU after some properties have changed (position, rotation, scaling, visibility).\r\n * @param mesh The mesh to update. Can be a single mesh or an array of meshes to update.\r\n * @param updateInstancedMeshes If true, the method will also update instanced meshes. Default is true. If you know instanced meshes won't move (or you don't have instanced meshes), you can set this to false to save some CPU time.\r\n */\r\n public updateMesh(mesh: AbstractMesh | AbstractMesh[], updateInstancedMeshes = true) {\r\n if (!this._fastSnapshotRenderingEnabled) {\r\n return;\r\n }\r\n\r\n if (Array.isArray(mesh)) {\r\n for (const m of mesh) {\r\n if (!updateInstancedMeshes || !this._updateInstancedMesh(m)) {\r\n m.transferToEffect(m.computeWorldMatrix());\r\n }\r\n }\r\n return;\r\n }\r\n\r\n if (!updateInstancedMeshes || !this._updateInstancedMesh(mesh)) {\r\n mesh.transferToEffect(mesh.computeWorldMatrix());\r\n }\r\n }\r\n\r\n private _updateInstancedMesh(mesh: AbstractMesh) {\r\n if (mesh.hasInstances) {\r\n if (mesh.subMeshes) {\r\n const sourceMesh = mesh as Mesh;\r\n for (const subMesh of sourceMesh.subMeshes) {\r\n const batch = sourceMesh._getInstancesRenderList(subMesh._id);\r\n sourceMesh._updateInstancedBuffers(subMesh, batch, batch.parent.instancesBufferSize, this._engine);\r\n }\r\n }\r\n return true;\r\n } else if (mesh.isAnInstance) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Update the meshes used in an effect layer to ensure that snapshot rendering works correctly for these meshes in this layer.\r\n * @param effectLayer The effect layer\r\n * @param autoUpdate If true, the helper will automatically update the effect layer meshes with each frame. If false, you'll need to call this method manually when the camera or layer meshes move or rotate.\r\n */\r\n public updateMeshesForEffectLayer(effectLayer: EffectLayer, autoUpdate = true) {\r\n if (!this._engine.isWebGPU) {\r\n return;\r\n }\r\n\r\n const renderPassId = effectLayer.mainTexture.renderPassId;\r\n\r\n if (autoUpdate) {\r\n this._onBeforeRenderObserverUpdateLayer = this._scene.onBeforeRenderObservable.add(() => {\r\n this._updateMeshMatricesForRenderPassId(renderPassId);\r\n });\r\n } else {\r\n this._updateMeshMatricesForRenderPassId(renderPassId);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the helper\r\n */\r\n public dispose() {\r\n if (!this._engine.isWebGPU) {\r\n return;\r\n }\r\n\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRenderObserverUpdateLayer);\r\n this._engine.onResizeObservable.remove(this._onResizeObserver);\r\n }\r\n\r\n private get _fastSnapshotRenderingEnabled() {\r\n return this._engine.snapshotRendering && this._engine.snapshotRenderingMode === Constants.SNAPSHOTRENDERING_FAST;\r\n }\r\n\r\n private _updateMeshMatricesForRenderPassId(renderPassId: number) {\r\n if (!this._fastSnapshotRenderingEnabled) {\r\n return;\r\n }\r\n\r\n const sceneTransformationMatrix = this._scene.getTransformMatrix();\r\n\r\n for (let i = 0; i < this._scene.meshes.length; ++i) {\r\n const mesh = this._scene.meshes[i];\r\n if (!mesh.subMeshes) {\r\n continue;\r\n }\r\n\r\n for (let j = 0; j < mesh.subMeshes.length; ++j) {\r\n const dw = mesh.subMeshes[j]._getDrawWrapper(renderPassId);\r\n const effect = dw?.effect;\r\n if (effect) {\r\n const dataBuffer = (dw.drawContext as WebGPUDrawContext).buffers[\"LeftOver\" satisfies (typeof WebGPUShaderProcessor)[\"LeftOvertUBOName\"]];\r\n const ubLeftOver = (effect._pipelineContext as WebGPUPipelineContext)?.uniformBuffer;\r\n if (dataBuffer && ubLeftOver && ubLeftOver.setDataBuffer(dataBuffer)) {\r\n effect.setMatrix(\"viewProjection\", sceneTransformationMatrix);\r\n effect.setMatrix(\"world\", mesh.computeWorldMatrix());\r\n ubLeftOver.update();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _executeAtFrame(frameId: number, func: () => void, mode: \"whenEnabled\" | \"whenDisabled\" = \"whenEnabled\") {\r\n const callback = () => {\r\n if (this._engine.frameId >= frameId) {\r\n this._engine.onEndFrameObservable.remove(obs);\r\n if (mode === \"whenEnabled\") {\r\n this._enableCancelFunctions.delete(callback);\r\n } else {\r\n this._disableCancelFunctions.delete(callback);\r\n }\r\n func();\r\n }\r\n };\r\n\r\n const obs = this._engine.onEndFrameObservable.add(callback);\r\n if (mode === \"whenEnabled\") {\r\n this._enableCancelFunctions.set(callback, () => this._engine.onEndFrameObservable.remove(obs));\r\n } else {\r\n this._disableCancelFunctions.set(callback, () => this._engine.onEndFrameObservable.remove(obs));\r\n }\r\n }\r\n\r\n private _log(funcName: string, message: string) {\r\n if (this.showDebugLogs) {\r\n Logger.Log(`[Frame: ${this._engine.frameId}] SnapshotRenderingHelper:${funcName} - ${message}`);\r\n }\r\n }\r\n}\r\n"]}
@@ -0,0 +1,71 @@
1
+ import type { Material } from "../../../Materials/material.js";
2
+ import { MaterialDefines } from "../../../Materials/materialDefines.js";
3
+ import { MaterialPluginBase } from "../../../Materials/materialPluginBase.js";
4
+ import { ShaderLanguage } from "../../../Materials/shaderLanguage.js";
5
+ import type { UniformBuffer } from "../../../Materials/uniformBuffer.js";
6
+ import { Vector2 } from "../../../Maths/math.vector.js";
7
+ import type { Scene } from "../../../scene.js";
8
+ import type { Nullable } from "../../../types.js";
9
+ declare class TAAJitterMaterialDefines extends MaterialDefines {
10
+ TAA_JITTER: boolean;
11
+ }
12
+ declare class TAAJitterMaterialPlugin extends MaterialPluginBase {
13
+ static readonly Name = "TAAJitter";
14
+ private _manager;
15
+ get manager(): Nullable<TAAMaterialManager>;
16
+ set manager(manager: Nullable<TAAMaterialManager>);
17
+ get isEnabled(): boolean;
18
+ constructor(material: Material);
19
+ /** @internal */
20
+ _updateMaterial(): void;
21
+ isCompatible(): boolean;
22
+ getClassName(): string;
23
+ prepareDefines(defines: TAAJitterMaterialDefines): void;
24
+ getUniforms(shaderLanguage?: ShaderLanguage): {
25
+ ubo: {
26
+ name: string;
27
+ size: number;
28
+ type: string;
29
+ }[];
30
+ vertex: string;
31
+ } | {
32
+ ubo: {
33
+ name: string;
34
+ size: number;
35
+ type: string;
36
+ }[];
37
+ vertex?: undefined;
38
+ };
39
+ hardBindForSubMesh(uniformBuffer: UniformBuffer): void;
40
+ getCustomCode(shaderType: string, shaderLanguage?: ShaderLanguage): {
41
+ CUSTOM_VERTEX_MAIN_END: string;
42
+ } | null;
43
+ dispose(): void;
44
+ }
45
+ /**
46
+ * Applies and manages the TAA jitter plugin on all materials.
47
+ */
48
+ export declare class TAAMaterialManager {
49
+ private _isEnabled;
50
+ /**
51
+ * Set to enable or disable the jitter offset on all materials.
52
+ */
53
+ get isEnabled(): boolean;
54
+ set isEnabled(enabled: boolean);
55
+ /**
56
+ * The current jitter offset to apply to all materials.
57
+ */
58
+ readonly jitter: Vector2;
59
+ /** @internal */
60
+ readonly _materialPlugins: TAAJitterMaterialPlugin[];
61
+ /**
62
+ * @param scene All materials in this scene will have a jitter offset applied to them.
63
+ */
64
+ constructor(scene: Scene);
65
+ /**
66
+ * Disposes of the material manager.
67
+ */
68
+ dispose(): void;
69
+ private _getPlugin;
70
+ }
71
+ export {};
@@ -0,0 +1,156 @@
1
+ import { MaterialDefines } from "../../../Materials/materialDefines.js";
2
+ import { MaterialPluginBase } from "../../../Materials/materialPluginBase.js";
3
+ import { RegisterMaterialPlugin, UnregisterMaterialPlugin } from "../../../Materials/materialPluginManager.js";
4
+ import { Vector2 } from "../../../Maths/math.vector.js";
5
+ class TAAJitterMaterialDefines extends MaterialDefines {
6
+ constructor() {
7
+ super(...arguments);
8
+ this.TAA_JITTER = false;
9
+ }
10
+ }
11
+ class TAAJitterMaterialPlugin extends MaterialPluginBase {
12
+ get manager() {
13
+ return this._manager;
14
+ }
15
+ set manager(manager) {
16
+ if (this._manager === manager) {
17
+ return;
18
+ }
19
+ this.dispose();
20
+ this._manager = manager;
21
+ manager?._materialPlugins.push(this);
22
+ this._updateMaterial();
23
+ }
24
+ get isEnabled() {
25
+ return this._manager?.isEnabled ?? false;
26
+ }
27
+ constructor(material) {
28
+ super(material, TAAJitterMaterialPlugin.Name, 300, new TAAJitterMaterialDefines());
29
+ this.registerForExtraEvents = true;
30
+ }
31
+ /** @internal */
32
+ _updateMaterial() {
33
+ this._enable(this.isEnabled);
34
+ this.markAllDefinesAsDirty();
35
+ }
36
+ isCompatible() {
37
+ return true;
38
+ }
39
+ getClassName() {
40
+ return "TAAJitterMaterialPlugin";
41
+ }
42
+ prepareDefines(defines) {
43
+ defines.TAA_JITTER = this.isEnabled;
44
+ }
45
+ getUniforms(shaderLanguage = 0 /* ShaderLanguage.GLSL */) {
46
+ const ubo = [{ name: "taa_jitter", size: 2, type: "vec2" }];
47
+ if (shaderLanguage === 0 /* ShaderLanguage.GLSL */) {
48
+ return {
49
+ ubo,
50
+ vertex: `
51
+ #ifdef TAA_JITTER
52
+ uniform vec2 taa_jitter;
53
+ #endif
54
+ `,
55
+ };
56
+ }
57
+ else {
58
+ return { ubo };
59
+ }
60
+ }
61
+ hardBindForSubMesh(uniformBuffer) {
62
+ if (this.isEnabled) {
63
+ const jitter = this._manager.jitter;
64
+ uniformBuffer.updateFloat2("taa_jitter", jitter.x, jitter.y);
65
+ }
66
+ }
67
+ getCustomCode(shaderType, shaderLanguage = 0 /* ShaderLanguage.GLSL */) {
68
+ // We jitter instead of modifying the camera so the velocity buffer stays unaffected
69
+ // More info: https://sugulee.wordpress.com/2021/06/21/temporal-anti-aliasingtaa-tutorial/
70
+ if (shaderType !== "vertex") {
71
+ return null;
72
+ }
73
+ else if (shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
74
+ return {
75
+ CUSTOM_VERTEX_MAIN_END: `
76
+ #ifdef TAA_JITTER
77
+ vertexOutputs.position += vec4f(uniforms.taa_jitter * vertexOutputs.position.w, 0, 1);
78
+ #endif
79
+ `,
80
+ };
81
+ }
82
+ else {
83
+ return {
84
+ CUSTOM_VERTEX_MAIN_END: `
85
+ #ifdef TAA_JITTER
86
+ gl_Position.xy += taa_jitter * gl_Position.w;
87
+ #endif
88
+ `,
89
+ };
90
+ }
91
+ }
92
+ dispose() {
93
+ if (this._manager) {
94
+ const index = this._manager._materialPlugins.indexOf(this);
95
+ if (index !== -1) {
96
+ this._manager._materialPlugins.splice(index, 1);
97
+ }
98
+ }
99
+ }
100
+ }
101
+ TAAJitterMaterialPlugin.Name = "TAAJitter";
102
+ /**
103
+ * Applies and manages the TAA jitter plugin on all materials.
104
+ */
105
+ export class TAAMaterialManager {
106
+ /**
107
+ * Set to enable or disable the jitter offset on all materials.
108
+ */
109
+ get isEnabled() {
110
+ return this._isEnabled;
111
+ }
112
+ set isEnabled(enabled) {
113
+ if (this._isEnabled === enabled) {
114
+ return;
115
+ }
116
+ this._isEnabled = enabled;
117
+ for (const plugin of this._materialPlugins) {
118
+ plugin._updateMaterial();
119
+ }
120
+ }
121
+ /**
122
+ * @param scene All materials in this scene will have a jitter offset applied to them.
123
+ */
124
+ constructor(scene) {
125
+ this._isEnabled = true;
126
+ /**
127
+ * The current jitter offset to apply to all materials.
128
+ */
129
+ this.jitter = new Vector2();
130
+ /** @internal */
131
+ this._materialPlugins = [];
132
+ for (const material of scene.materials) {
133
+ this._getPlugin(material);
134
+ }
135
+ RegisterMaterialPlugin(TAAJitterMaterialPlugin.Name, (material) => this._getPlugin(material));
136
+ }
137
+ /**
138
+ * Disposes of the material manager.
139
+ */
140
+ dispose() {
141
+ UnregisterMaterialPlugin(TAAJitterMaterialPlugin.Name);
142
+ const plugins = this._materialPlugins.splice(0, this._materialPlugins.length);
143
+ for (const plugin of plugins) {
144
+ plugin.manager = null;
145
+ }
146
+ }
147
+ _getPlugin(material) {
148
+ let plugin = material.pluginManager?.getPlugin(TAAJitterMaterialPlugin.Name);
149
+ if (!plugin) {
150
+ plugin = new TAAJitterMaterialPlugin(material);
151
+ }
152
+ plugin.manager = this;
153
+ return plugin;
154
+ }
155
+ }
156
+ //# sourceMappingURL=taaMaterialManager.js.map
@@ -0,0 +1 @@
1
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false;\n }\n\n constructor(material: Material) {\n super(material, TAAJitterMaterialPlugin.Name, 300, new TAAJitterMaterialDefines());\n this.registerForExtraEvents = true;\n }\n\n /** @internal */\n public _updateMaterial(): void {\n this._enable(this.isEnabled);\n this.markAllDefinesAsDirty();\n }\n\n public override isCompatible(): boolean {\n return true;\n }\n\n public override getClassName(): string {\n return \"TAAJitterMaterialPlugin\";\n }\n\n public override prepareDefines(defines: TAAJitterMaterialDefines): void {\n defines.TAA_JITTER = this.isEnabled;\n }\n\n public override getUniforms(shaderLanguage = ShaderLanguage.GLSL) {\n const ubo = [{ name: \"taa_jitter\", size: 2, type: \"vec2\" }];\n if (shaderLanguage === ShaderLanguage.GLSL) {\n return {\n ubo,\n vertex: `\n #ifdef TAA_JITTER\n uniform vec2 taa_jitter;\n #endif\n `,\n };\n } else {\n return { ubo };\n }\n }\n\n public override hardBindForSubMesh(uniformBuffer: UniformBuffer): void {\n if (this.isEnabled) {\n const jitter = this._manager!.jitter;\n uniformBuffer.updateFloat2(\"taa_jitter\", jitter.x, jitter.y);\n }\n }\n\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL) {\n // We jitter instead of modifying the camera so the velocity buffer stays unaffected\n // More info: https://sugulee.wordpress.com/2021/06/21/temporal-anti-aliasingtaa-tutorial/\n if (shaderType !== \"vertex\") {\n return null;\n } else if (shaderLanguage === ShaderLanguage.WGSL) {\n return {\n CUSTOM_VERTEX_MAIN_END: `\n #ifdef TAA_JITTER\n vertexOutputs.position += vec4f(uniforms.taa_jitter * vertexOutputs.position.w, 0, 1);\n #endif\n `,\n };\n } else {\n return {\n CUSTOM_VERTEX_MAIN_END: `\n #ifdef TAA_JITTER\n gl_Position.xy += taa_jitter * gl_Position.w;\n #endif\n `,\n };\n }\n }\n\n public override dispose(): void {\n if (this._manager) {\n const index = this._manager._materialPlugins.indexOf(this);\n if (index !== -1) {\n this._manager._materialPlugins.splice(index, 1);\n }\n }\n }\n}\n\n/**\n * Applies and manages the TAA jitter plugin on all materials.\n */\nexport class TAAMaterialManager {\n private _isEnabled = true;\n /**\n * Set to enable or disable the jitter offset on all materials.\n */\n public get isEnabled(): boolean {\n return this._isEnabled;\n }\n\n public set isEnabled(enabled: boolean) {\n if (this._isEnabled === enabled) {\n return;\n }\n this._isEnabled = enabled;\n for (const plugin of this._materialPlugins) {\n plugin._updateMaterial();\n }\n }\n\n /**\n * The current jitter offset to apply to all materials.\n */\n public readonly jitter = new Vector2();\n\n /** @internal */\n public readonly _materialPlugins: TAAJitterMaterialPlugin[] = [];\n\n /**\n * @param scene All materials in this scene will have a jitter offset applied to them.\n */\n constructor(scene: Scene) {\n for (const material of scene.materials) {\n this._getPlugin(material);\n }\n RegisterMaterialPlugin(TAAJitterMaterialPlugin.Name, (material) => this._getPlugin(material));\n }\n\n /**\n * Disposes of the material manager.\n */\n public dispose(): void {\n UnregisterMaterialPlugin(TAAJitterMaterialPlugin.Name);\n const plugins = this._materialPlugins.splice(0, this._materialPlugins.length);\n for (const plugin of plugins) {\n plugin.manager = null;\n }\n }\n\n private _getPlugin(material: Material): TAAJitterMaterialPlugin {\n let plugin = material.pluginManager?.getPlugin<TAAJitterMaterialPlugin>(TAAJitterMaterialPlugin.Name);\n if (!plugin) {\n plugin = new TAAJitterMaterialPlugin(material);\n }\n plugin.manager = this;\n return plugin;\n }\n}\n"]}