@babylonjs/core 8.17.1 → 8.18.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Culling/Helper/computeShaderBoundingHelper.js +1 -1
- package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Layers/effectLayer.d.ts +1 -0
- package/Layers/effectLayer.js +4 -2
- package/Layers/effectLayer.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +14 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Morph/morphTargetManager.js +1 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Shaders/ShadersInclude/imageProcessingFunctions.js +1 -0
- package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertex.js +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +1 -0
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/boundingInfo.compute.js +2 -2
- package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
- package/package.json +1 -1
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@@ -208,7 +208,7 @@ export class ComputeShaderBoundingHelper {
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this._prepareStorage(computeShader, "morphTargetInfluences", mesh.uniqueId, this._morphTargetInfluenceBuffers, manager.numInfluencers, manager.influences);
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this._prepareStorage(computeShader, "morphTargetTextureIndices", mesh.uniqueId, this._morphTargetTextureIndexBuffers, manager.numInfluencers, manager._morphTargetTextureIndices);
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ubo.updateFloat3("morphTargetTextureInfo", manager._textureVertexStride, manager._textureWidth, manager._textureHeight);
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-
ubo.
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+
ubo.updateFloat("morphTargetCount", manager.numInfluencers);
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ubo.update();
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}
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computeShader.setStorageBuffer("resultBuffer", resultBuffer);
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@@ -1 +1 @@
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1
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-
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type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { ComputeShader } from \"core/Compute/computeShader\";\r\nimport { StorageBuffer } from \"core/Buffers/storageBuffer\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport type { DataBuffer } from \"core/Buffers/dataBuffer\";\r\nimport type { ComputeBindingMapping } from \"core/Engines/Extensions/engine.computeShader\";\r\n\r\nimport \"../../ShadersWGSL/boundingInfo.compute\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\n\r\n/** @internal */\r\nexport class ComputeShaderBoundingHelper implements IBoundingInfoHelperPlatform {\r\n private _engine: AbstractEngine;\r\n private _computeShadersCache: { [key: string]: ComputeShader } = {};\r\n private _positionBuffers: { [key: number]: StorageBuffer } = {};\r\n private _indexBuffers: { [key: number]: StorageBuffer } = {};\r\n private _weightBuffers: { [key: number]: StorageBuffer } = {};\r\n private _indexExtraBuffers: { [key: number]: StorageBuffer } = {};\r\n private _weightExtraBuffers: { [key: number]: StorageBuffer } = {};\r\n private _morphTargetInfluenceBuffers: { [key: number]: StorageBuffer } = {};\r\n private _morphTargetTextureIndexBuffers: { [key: number]: StorageBuffer } = {};\r\n private _ubos: UniformBuffer[] = [];\r\n private _uboIndex: number = 0;\r\n private _processedMeshes: AbstractMesh[] = [];\r\n private _computeShaders: ComputeShader[][] = [];\r\n private _uniqueComputeShaders: Set<ComputeShader> = new Set();\r\n private _resultBuffers: StorageBuffer[] = [];\r\n\r\n /**\r\n * Creates a new ComputeShaderBoundingHelper\r\n * @param engine defines the engine to use\r\n */\r\n constructor(engine: AbstractEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n private _getComputeShader(defines: string[], hasBones: boolean, hasMorphs: boolean) {\r\n let computeShader: ComputeShader;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (!this._computeShadersCache[join]) {\r\n const bindingsMapping: ComputeBindingMapping = {\r\n positionBuffer: { group: 0, binding: 0 },\r\n resultBuffer: { group: 0, binding: 1 },\r\n settings: { group: 0, binding: 7 },\r\n };\r\n\r\n if (hasBones) {\r\n bindingsMapping.boneSampler = { group: 0, binding: 2 };\r\n bindingsMapping.indexBuffer = { group: 0, binding: 3 };\r\n bindingsMapping.weightBuffer = { group: 0, binding: 4 };\r\n bindingsMapping.indexExtraBuffer = { group: 0, binding: 5 };\r\n bindingsMapping.weightExtraBuffer = { group: 0, binding: 6 };\r\n }\r\n if (hasMorphs) {\r\n bindingsMapping.morphTargets = { group: 0, binding: 8 };\r\n bindingsMapping.morphTargetInfluences = { group: 0, binding: 9 };\r\n bindingsMapping.morphTargetTextureIndices = { group: 0, binding: 10 };\r\n }\r\n\r\n computeShader = new ComputeShader(`boundingInfoCompute${hasBones ? \"_bones\" : \"\"}${hasMorphs ? \"_morphs\" : \"\"}`, this._engine, \"boundingInfo\", {\r\n bindingsMapping,\r\n defines: defines,\r\n });\r\n this._computeShadersCache[join] = computeShader;\r\n } else {\r\n computeShader = this._computeShadersCache[join];\r\n }\r\n\r\n return computeShader;\r\n }\r\n\r\n private _getUBO() {\r\n if (this._uboIndex >= this._ubos.length) {\r\n const ubo = new UniformBuffer(this._engine);\r\n ubo.addFloat3(\"morphTargetTextureInfo\", 0, 0, 0);\r\n ubo.addUniform(\"morphTargetCount\", 1);\r\n ubo.addUniform(\"indexResult\", 1);\r\n this._ubos.push(ubo);\r\n }\r\n\r\n return this._ubos[this._uboIndex++];\r\n }\r\n\r\n private _extractDataAndLink(computeShader: ComputeShader, mesh: Mesh, kind: string, stride: number, name: string, storageUnit: { [key: number]: StorageBuffer }) {\r\n let buffer: StorageBuffer;\r\n const vertexCount = mesh.getTotalVertices();\r\n if (!storageUnit[mesh.uniqueId]) {\r\n const dataArray = mesh.getVertexBuffer(kind)?.getFloatData(vertexCount);\r\n buffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * vertexCount * stride);\r\n buffer.update(dataArray!);\r\n\r\n storageUnit[mesh.uniqueId] = buffer;\r\n } else {\r\n buffer = storageUnit[mesh.uniqueId];\r\n }\r\n\r\n computeShader.setStorageBuffer(name, buffer);\r\n }\r\n\r\n private _prepareStorage(computeShader: ComputeShader, name: string, id: number, storageUnit: { [key: number]: StorageBuffer }, numInfluencers: number, data: Float32Array) {\r\n let buffer: StorageBuffer;\r\n if (!storageUnit[id]) {\r\n buffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * numInfluencers);\r\n\r\n storageUnit[id] = buffer;\r\n } else {\r\n buffer = storageUnit[id];\r\n }\r\n buffer.update(data);\r\n\r\n computeShader.setStorageBuffer(name, buffer);\r\n }\r\n\r\n /** @internal */\r\n public async processAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n await this.registerMeshListAsync(meshes);\r\n this.processMeshList();\r\n await this.fetchResultsForMeshListAsync();\r\n }\r\n\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public registerMeshListAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n this._disposeForMeshList();\r\n\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n let maxNumInfluencers = 0;\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (vertexCount === 0 || !(mesh as Mesh).getVertexBuffer || !(mesh as Mesh).getVertexBuffer(VertexBuffer.PositionKind)) {\r\n continue;\r\n }\r\n\r\n this._processedMeshes.push(mesh);\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager && manager.supportsPositions) {\r\n maxNumInfluencers = Math.max(maxNumInfluencers, manager.numTargets);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n const mesh = this._processedMeshes[i];\r\n let defines = [\"\"];\r\n\r\n let hasBones = false;\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n hasBones = true;\r\n }\r\n\r\n const computeShaderWithoutMorph = this._getComputeShader(defines, hasBones, false);\r\n\r\n this._uniqueComputeShaders.add(computeShaderWithoutMorph);\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager && manager.supportsPositions) {\r\n defines = defines.slice();\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + maxNumInfluencers);\r\n\r\n const computeShaderWithMorph = this._getComputeShader(defines, hasBones, true);\r\n\r\n this._uniqueComputeShaders.add(computeShaderWithMorph);\r\n this._computeShaders.push([computeShaderWithoutMorph, computeShaderWithMorph]);\r\n } else {\r\n this._computeShaders.push([computeShaderWithoutMorph, computeShaderWithoutMorph]);\r\n }\r\n\r\n // Pre-build the ubos, as they won't change if there's no morph targets\r\n const ubo = this._getUBO();\r\n ubo.updateUInt(\"indexResult\", i);\r\n\r\n ubo.update();\r\n }\r\n\r\n return new Promise((resolve) => {\r\n _RetryWithInterval(() => {\r\n const iterator = this._uniqueComputeShaders.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const computeShader = key.value;\r\n if (!computeShader.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }, resolve);\r\n });\r\n }\r\n\r\n /** @internal */\r\n public processMeshList(): void {\r\n if (this._processedMeshes.length === 0) {\r\n return;\r\n }\r\n\r\n this._uboIndex = 0;\r\n\r\n const resultDataSize = 8 * this._processedMeshes.length;\r\n const resultData = new Float32Array(resultDataSize);\r\n\r\n const resultBuffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * resultDataSize);\r\n this._resultBuffers.push(resultBuffer);\r\n\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n resultData[i * 8 + 0] = Number.POSITIVE_INFINITY;\r\n resultData[i * 8 + 1] = Number.POSITIVE_INFINITY;\r\n resultData[i * 8 + 2] = Number.POSITIVE_INFINITY;\r\n\r\n resultData[i * 8 + 3] = Number.NEGATIVE_INFINITY;\r\n resultData[i * 8 + 4] = Number.NEGATIVE_INFINITY;\r\n resultData[i * 8 + 5] = Number.NEGATIVE_INFINITY;\r\n }\r\n\r\n resultBuffer.update(resultData);\r\n\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n const mesh = this._processedMeshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n const [computeShaderWithoutMorph, computeShaderWithMorph] = this._computeShaders[i];\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n const hasMorphs = manager && manager.numInfluencers > 0 && manager.supportsPositions;\r\n const computeShader = hasMorphs ? computeShaderWithMorph : computeShaderWithoutMorph;\r\n\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.PositionKind, 3, \"positionBuffer\", this._positionBuffers);\r\n\r\n // Bones\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton && mesh.skeleton.useTextureToStoreBoneMatrices) {\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesIndicesKind, 4, \"indexBuffer\", this._indexBuffers);\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesWeightsKind, 4, \"weightBuffer\", this._weightBuffers);\r\n const boneSampler = mesh.skeleton.getTransformMatrixTexture(mesh);\r\n computeShader.setTexture(\"boneSampler\", boneSampler!, false);\r\n if (mesh.numBoneInfluencers > 4) {\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesIndicesExtraKind, 4, \"indexExtraBuffer\", this._indexExtraBuffers);\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesWeightsExtraKind, 4, \"weightExtraBuffer\", this._weightExtraBuffers);\r\n }\r\n }\r\n\r\n const ubo = this._getUBO();\r\n\r\n // Morphs\r\n if (hasMorphs) {\r\n const morphTargets = manager._targetStoreTexture;\r\n computeShader.setTexture(\"morphTargets\", morphTargets!, false);\r\n\r\n this._prepareStorage(computeShader, \"morphTargetInfluences\", mesh.uniqueId, this._morphTargetInfluenceBuffers, manager.numInfluencers, manager.influences);\r\n this._prepareStorage(\r\n computeShader,\r\n \"morphTargetTextureIndices\",\r\n mesh.uniqueId,\r\n this._morphTargetTextureIndexBuffers,\r\n manager.numInfluencers,\r\n manager._morphTargetTextureIndices\r\n );\r\n\r\n ubo.updateFloat3(\"morphTargetTextureInfo\", manager._textureVertexStride, manager._textureWidth, manager._textureHeight);\r\n ubo.updateInt(\"morphTargetCount\", manager.numInfluencers);\r\n ubo.update();\r\n }\r\n\r\n computeShader.setStorageBuffer(\"resultBuffer\", resultBuffer);\r\n\r\n computeShader.setUniformBuffer(\"settings\", ubo);\r\n\r\n // Dispatch\r\n computeShader.dispatch(Math.ceil(vertexCount / 256));\r\n\r\n this._engine.flushFramebuffer();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public async fetchResultsForMeshListAsync(): Promise<void> {\r\n return await new Promise((resolve) => {\r\n const buffers: DataBuffer[] = [];\r\n let size = 0;\r\n for (let i = 0; i < this._resultBuffers.length; i++) {\r\n const buffer = this._resultBuffers[i].getBuffer();\r\n buffers.push(buffer);\r\n size += buffer.capacity;\r\n }\r\n\r\n const resultData = new Float32Array(size / Float32Array.BYTES_PER_ELEMENT);\r\n\r\n const minimum = Vector3.Zero();\r\n const maximum = Vector3.Zero();\r\n\r\n const minmax = { minimum, maximum };\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n (this._engine as WebGPUEngine).readFromMultipleStorageBuffers(buffers, 0, undefined, resultData, true).then(() => {\r\n let resultDataOffset = 0;\r\n for (let j = 0; j < this._resultBuffers.length; j++) {\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n const mesh = this._processedMeshes[i];\r\n\r\n Vector3.FromArrayToRef(resultData, resultDataOffset + i * 8, minimum);\r\n Vector3.FromArrayToRef(resultData, resultDataOffset + i * 8 + 3, maximum);\r\n\r\n if (j > 0) {\r\n minimum.minimizeInPlace(mesh.getBoundingInfo().minimum);\r\n maximum.maximizeInPlace(mesh.getBoundingInfo().maximum);\r\n }\r\n\r\n mesh._refreshBoundingInfoDirect(minmax);\r\n }\r\n\r\n resultDataOffset += 8 * this._processedMeshes.length;\r\n }\r\n\r\n for (const resultBuffer of this._resultBuffers) {\r\n resultBuffer.dispose();\r\n }\r\n\r\n this._resultBuffers = [];\r\n this._uboIndex = 0;\r\n\r\n resolve();\r\n });\r\n });\r\n }\r\n\r\n private _disposeCache(storageUnit: { [key: number]: StorageBuffer }) {\r\n for (const key in storageUnit) {\r\n storageUnit[key].dispose();\r\n }\r\n }\r\n\r\n private _disposeForMeshList() {\r\n for (const resultBuffer of this._resultBuffers) {\r\n resultBuffer.dispose();\r\n }\r\n this._resultBuffers = [];\r\n this._processedMeshes = [];\r\n this._computeShaders = [];\r\n this._uniqueComputeShaders = new Set();\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void {\r\n this._disposeCache(this._positionBuffers);\r\n this._positionBuffers = {};\r\n this._disposeCache(this._indexBuffers);\r\n this._indexBuffers = {};\r\n this._disposeCache(this._weightBuffers);\r\n this._weightBuffers = {};\r\n this._disposeCache(this._morphTargetInfluenceBuffers);\r\n this._morphTargetInfluenceBuffers = {};\r\n this._disposeCache(this._morphTargetTextureIndexBuffers);\r\n this._morphTargetTextureIndexBuffers = {};\r\n for (const ubo of this._ubos) {\r\n ubo.dispose();\r\n }\r\n this._ubos = [];\r\n this._computeShadersCache = {};\r\n this._engine = undefined!;\r\n this._disposeForMeshList();\r\n }\r\n}\r\n"]}
|
|
1
|
+
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type { IBoundingInfoHelperPlatform } from \"./IBoundingInfoHelperPlatform\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { ComputeShader } from \"core/Compute/computeShader\";\r\nimport { StorageBuffer } from \"core/Buffers/storageBuffer\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport type { DataBuffer } from \"core/Buffers/dataBuffer\";\r\nimport type { ComputeBindingMapping } from \"core/Engines/Extensions/engine.computeShader\";\r\n\r\nimport \"../../ShadersWGSL/boundingInfo.compute\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\n\r\n/** @internal */\r\nexport class ComputeShaderBoundingHelper implements IBoundingInfoHelperPlatform {\r\n private _engine: AbstractEngine;\r\n private _computeShadersCache: { [key: string]: ComputeShader } = {};\r\n private _positionBuffers: { [key: number]: StorageBuffer } = {};\r\n private _indexBuffers: { [key: number]: StorageBuffer } = {};\r\n private _weightBuffers: { [key: number]: StorageBuffer } = {};\r\n private _indexExtraBuffers: { [key: number]: StorageBuffer } = {};\r\n private _weightExtraBuffers: { [key: number]: StorageBuffer } = {};\r\n private _morphTargetInfluenceBuffers: { [key: number]: StorageBuffer } = {};\r\n private _morphTargetTextureIndexBuffers: { [key: number]: StorageBuffer } = {};\r\n private _ubos: UniformBuffer[] = [];\r\n private _uboIndex: number = 0;\r\n private _processedMeshes: AbstractMesh[] = [];\r\n private _computeShaders: ComputeShader[][] = [];\r\n private _uniqueComputeShaders: Set<ComputeShader> = new Set();\r\n private _resultBuffers: StorageBuffer[] = [];\r\n\r\n /**\r\n * Creates a new ComputeShaderBoundingHelper\r\n * @param engine defines the engine to use\r\n */\r\n constructor(engine: AbstractEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n private _getComputeShader(defines: string[], hasBones: boolean, hasMorphs: boolean) {\r\n let computeShader: ComputeShader;\r\n const join = defines.join(\"\\n\");\r\n\r\n if (!this._computeShadersCache[join]) {\r\n const bindingsMapping: ComputeBindingMapping = {\r\n positionBuffer: { group: 0, binding: 0 },\r\n resultBuffer: { group: 0, binding: 1 },\r\n settings: { group: 0, binding: 7 },\r\n };\r\n\r\n if (hasBones) {\r\n bindingsMapping.boneSampler = { group: 0, binding: 2 };\r\n bindingsMapping.indexBuffer = { group: 0, binding: 3 };\r\n bindingsMapping.weightBuffer = { group: 0, binding: 4 };\r\n bindingsMapping.indexExtraBuffer = { group: 0, binding: 5 };\r\n bindingsMapping.weightExtraBuffer = { group: 0, binding: 6 };\r\n }\r\n if (hasMorphs) {\r\n bindingsMapping.morphTargets = { group: 0, binding: 8 };\r\n bindingsMapping.morphTargetInfluences = { group: 0, binding: 9 };\r\n bindingsMapping.morphTargetTextureIndices = { group: 0, binding: 10 };\r\n }\r\n\r\n computeShader = new ComputeShader(`boundingInfoCompute${hasBones ? \"_bones\" : \"\"}${hasMorphs ? \"_morphs\" : \"\"}`, this._engine, \"boundingInfo\", {\r\n bindingsMapping,\r\n defines: defines,\r\n });\r\n this._computeShadersCache[join] = computeShader;\r\n } else {\r\n computeShader = this._computeShadersCache[join];\r\n }\r\n\r\n return computeShader;\r\n }\r\n\r\n private _getUBO() {\r\n if (this._uboIndex >= this._ubos.length) {\r\n const ubo = new UniformBuffer(this._engine);\r\n ubo.addFloat3(\"morphTargetTextureInfo\", 0, 0, 0);\r\n ubo.addUniform(\"morphTargetCount\", 1);\r\n ubo.addUniform(\"indexResult\", 1);\r\n this._ubos.push(ubo);\r\n }\r\n\r\n return this._ubos[this._uboIndex++];\r\n }\r\n\r\n private _extractDataAndLink(computeShader: ComputeShader, mesh: Mesh, kind: string, stride: number, name: string, storageUnit: { [key: number]: StorageBuffer }) {\r\n let buffer: StorageBuffer;\r\n const vertexCount = mesh.getTotalVertices();\r\n if (!storageUnit[mesh.uniqueId]) {\r\n const dataArray = mesh.getVertexBuffer(kind)?.getFloatData(vertexCount);\r\n buffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * vertexCount * stride);\r\n buffer.update(dataArray!);\r\n\r\n storageUnit[mesh.uniqueId] = buffer;\r\n } else {\r\n buffer = storageUnit[mesh.uniqueId];\r\n }\r\n\r\n computeShader.setStorageBuffer(name, buffer);\r\n }\r\n\r\n private _prepareStorage(computeShader: ComputeShader, name: string, id: number, storageUnit: { [key: number]: StorageBuffer }, numInfluencers: number, data: Float32Array) {\r\n let buffer: StorageBuffer;\r\n if (!storageUnit[id]) {\r\n buffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * numInfluencers);\r\n\r\n storageUnit[id] = buffer;\r\n } else {\r\n buffer = storageUnit[id];\r\n }\r\n buffer.update(data);\r\n\r\n computeShader.setStorageBuffer(name, buffer);\r\n }\r\n\r\n /** @internal */\r\n public async processAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n await this.registerMeshListAsync(meshes);\r\n this.processMeshList();\r\n await this.fetchResultsForMeshListAsync();\r\n }\r\n\r\n /** @internal */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public registerMeshListAsync(meshes: AbstractMesh | AbstractMesh[]): Promise<void> {\r\n this._disposeForMeshList();\r\n\r\n if (!Array.isArray(meshes)) {\r\n meshes = [meshes];\r\n }\r\n\r\n let maxNumInfluencers = 0;\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n if (vertexCount === 0 || !(mesh as Mesh).getVertexBuffer || !(mesh as Mesh).getVertexBuffer(VertexBuffer.PositionKind)) {\r\n continue;\r\n }\r\n\r\n this._processedMeshes.push(mesh);\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager && manager.supportsPositions) {\r\n maxNumInfluencers = Math.max(maxNumInfluencers, manager.numTargets);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n const mesh = this._processedMeshes[i];\r\n let defines = [\"\"];\r\n\r\n let hasBones = false;\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n hasBones = true;\r\n }\r\n\r\n const computeShaderWithoutMorph = this._getComputeShader(defines, hasBones, false);\r\n\r\n this._uniqueComputeShaders.add(computeShaderWithoutMorph);\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager && manager.supportsPositions) {\r\n defines = defines.slice();\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + maxNumInfluencers);\r\n\r\n const computeShaderWithMorph = this._getComputeShader(defines, hasBones, true);\r\n\r\n this._uniqueComputeShaders.add(computeShaderWithMorph);\r\n this._computeShaders.push([computeShaderWithoutMorph, computeShaderWithMorph]);\r\n } else {\r\n this._computeShaders.push([computeShaderWithoutMorph, computeShaderWithoutMorph]);\r\n }\r\n\r\n // Pre-build the ubos, as they won't change if there's no morph targets\r\n const ubo = this._getUBO();\r\n ubo.updateUInt(\"indexResult\", i);\r\n\r\n ubo.update();\r\n }\r\n\r\n return new Promise((resolve) => {\r\n _RetryWithInterval(() => {\r\n const iterator = this._uniqueComputeShaders.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const computeShader = key.value;\r\n if (!computeShader.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }, resolve);\r\n });\r\n }\r\n\r\n /** @internal */\r\n public processMeshList(): void {\r\n if (this._processedMeshes.length === 0) {\r\n return;\r\n }\r\n\r\n this._uboIndex = 0;\r\n\r\n const resultDataSize = 8 * this._processedMeshes.length;\r\n const resultData = new Float32Array(resultDataSize);\r\n\r\n const resultBuffer = new StorageBuffer(this._engine as WebGPUEngine, Float32Array.BYTES_PER_ELEMENT * resultDataSize);\r\n this._resultBuffers.push(resultBuffer);\r\n\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n resultData[i * 8 + 0] = Number.POSITIVE_INFINITY;\r\n resultData[i * 8 + 1] = Number.POSITIVE_INFINITY;\r\n resultData[i * 8 + 2] = Number.POSITIVE_INFINITY;\r\n\r\n resultData[i * 8 + 3] = Number.NEGATIVE_INFINITY;\r\n resultData[i * 8 + 4] = Number.NEGATIVE_INFINITY;\r\n resultData[i * 8 + 5] = Number.NEGATIVE_INFINITY;\r\n }\r\n\r\n resultBuffer.update(resultData);\r\n\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n const mesh = this._processedMeshes[i];\r\n const vertexCount = mesh.getTotalVertices();\r\n\r\n const [computeShaderWithoutMorph, computeShaderWithMorph] = this._computeShaders[i];\r\n\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n const hasMorphs = manager && manager.numInfluencers > 0 && manager.supportsPositions;\r\n const computeShader = hasMorphs ? computeShaderWithMorph : computeShaderWithoutMorph;\r\n\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.PositionKind, 3, \"positionBuffer\", this._positionBuffers);\r\n\r\n // Bones\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton && mesh.skeleton.useTextureToStoreBoneMatrices) {\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesIndicesKind, 4, \"indexBuffer\", this._indexBuffers);\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesWeightsKind, 4, \"weightBuffer\", this._weightBuffers);\r\n const boneSampler = mesh.skeleton.getTransformMatrixTexture(mesh);\r\n computeShader.setTexture(\"boneSampler\", boneSampler!, false);\r\n if (mesh.numBoneInfluencers > 4) {\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesIndicesExtraKind, 4, \"indexExtraBuffer\", this._indexExtraBuffers);\r\n this._extractDataAndLink(computeShader, mesh as Mesh, VertexBuffer.MatricesWeightsExtraKind, 4, \"weightExtraBuffer\", this._weightExtraBuffers);\r\n }\r\n }\r\n\r\n const ubo = this._getUBO();\r\n\r\n // Morphs\r\n if (hasMorphs) {\r\n const morphTargets = manager._targetStoreTexture;\r\n computeShader.setTexture(\"morphTargets\", morphTargets!, false);\r\n\r\n this._prepareStorage(computeShader, \"morphTargetInfluences\", mesh.uniqueId, this._morphTargetInfluenceBuffers, manager.numInfluencers, manager.influences);\r\n this._prepareStorage(\r\n computeShader,\r\n \"morphTargetTextureIndices\",\r\n mesh.uniqueId,\r\n this._morphTargetTextureIndexBuffers,\r\n manager.numInfluencers,\r\n manager._morphTargetTextureIndices\r\n );\r\n\r\n ubo.updateFloat3(\"morphTargetTextureInfo\", manager._textureVertexStride, manager._textureWidth, manager._textureHeight);\r\n ubo.updateFloat(\"morphTargetCount\", manager.numInfluencers);\r\n ubo.update();\r\n }\r\n\r\n computeShader.setStorageBuffer(\"resultBuffer\", resultBuffer);\r\n\r\n computeShader.setUniformBuffer(\"settings\", ubo);\r\n\r\n // Dispatch\r\n computeShader.dispatch(Math.ceil(vertexCount / 256));\r\n\r\n this._engine.flushFramebuffer();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public async fetchResultsForMeshListAsync(): Promise<void> {\r\n return await new Promise((resolve) => {\r\n const buffers: DataBuffer[] = [];\r\n let size = 0;\r\n for (let i = 0; i < this._resultBuffers.length; i++) {\r\n const buffer = this._resultBuffers[i].getBuffer();\r\n buffers.push(buffer);\r\n size += buffer.capacity;\r\n }\r\n\r\n const resultData = new Float32Array(size / Float32Array.BYTES_PER_ELEMENT);\r\n\r\n const minimum = Vector3.Zero();\r\n const maximum = Vector3.Zero();\r\n\r\n const minmax = { minimum, maximum };\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n (this._engine as WebGPUEngine).readFromMultipleStorageBuffers(buffers, 0, undefined, resultData, true).then(() => {\r\n let resultDataOffset = 0;\r\n for (let j = 0; j < this._resultBuffers.length; j++) {\r\n for (let i = 0; i < this._processedMeshes.length; i++) {\r\n const mesh = this._processedMeshes[i];\r\n\r\n Vector3.FromArrayToRef(resultData, resultDataOffset + i * 8, minimum);\r\n Vector3.FromArrayToRef(resultData, resultDataOffset + i * 8 + 3, maximum);\r\n\r\n if (j > 0) {\r\n minimum.minimizeInPlace(mesh.getBoundingInfo().minimum);\r\n maximum.maximizeInPlace(mesh.getBoundingInfo().maximum);\r\n }\r\n\r\n mesh._refreshBoundingInfoDirect(minmax);\r\n }\r\n\r\n resultDataOffset += 8 * this._processedMeshes.length;\r\n }\r\n\r\n for (const resultBuffer of this._resultBuffers) {\r\n resultBuffer.dispose();\r\n }\r\n\r\n this._resultBuffers = [];\r\n this._uboIndex = 0;\r\n\r\n resolve();\r\n });\r\n });\r\n }\r\n\r\n private _disposeCache(storageUnit: { [key: number]: StorageBuffer }) {\r\n for (const key in storageUnit) {\r\n storageUnit[key].dispose();\r\n }\r\n }\r\n\r\n private _disposeForMeshList() {\r\n for (const resultBuffer of this._resultBuffers) {\r\n resultBuffer.dispose();\r\n }\r\n this._resultBuffers = [];\r\n this._processedMeshes = [];\r\n this._computeShaders = [];\r\n this._uniqueComputeShaders = new Set();\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void {\r\n this._disposeCache(this._positionBuffers);\r\n this._positionBuffers = {};\r\n this._disposeCache(this._indexBuffers);\r\n this._indexBuffers = {};\r\n this._disposeCache(this._weightBuffers);\r\n this._weightBuffers = {};\r\n this._disposeCache(this._morphTargetInfluenceBuffers);\r\n this._morphTargetInfluenceBuffers = {};\r\n this._disposeCache(this._morphTargetTextureIndexBuffers);\r\n this._morphTargetTextureIndexBuffers = {};\r\n for (const ubo of this._ubos) {\r\n ubo.dispose();\r\n }\r\n this._ubos = [];\r\n this._computeShadersCache = {};\r\n this._engine = undefined!;\r\n this._disposeForMeshList();\r\n }\r\n}\r\n"]}
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@@ -794,13 +794,13 @@ export class AbstractEngine {
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*/
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// Not mixed with Version for tooling purpose.
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static get NpmPackage() {
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-
return "babylonjs@8.
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+
return "babylonjs@8.18.0";
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}
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/**
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* Returns the current version of the framework
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*/
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static get Version() {
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-
return "8.
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803
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+
return "8.18.0";
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}
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/**
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* Gets the HTML canvas attached with the current webGL context
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