@babylonjs/core 8.33.3 → 8.34.0
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/AudioV2/abstractAudio/abstractSound.d.ts +4 -0
- package/AudioV2/abstractAudio/abstractSound.js +6 -0
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSoundInstance.js +3 -0
- package/AudioV2/abstractAudio/abstractSoundInstance.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioUnmuteUI.js +1 -1
- package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js +9 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +10 -3
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Textures/index.d.ts +1 -0
- package/Materials/Textures/index.js +1 -0
- package/Materials/Textures/index.js.map +1 -1
- package/Materials/Textures/mirrorTexture.d.ts +4 -0
- package/Materials/Textures/mirrorTexture.js +9 -0
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/textureMerger.d.ts +75 -0
- package/Materials/Textures/textureMerger.js +206 -0
- package/Materials/Textures/textureMerger.js.map +1 -0
- package/Materials/floatingOriginMatrixOverrides.d.ts +6 -0
- package/Materials/floatingOriginMatrixOverrides.js +35 -11
- package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
- package/Misc/sceneSerializer.js +4 -1
- package/Misc/sceneSerializer.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +2 -10
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrBaseLayerData.js +1 -1
- package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/Shaders/default.fragment.js +1 -1
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.fragment.js +7 -1
- package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.vertex.js +2 -2
- package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
- package/Shaders/textureMerger.fragment.d.ts +5 -0
- package/Shaders/textureMerger.fragment.js +94 -0
- package/Shaders/textureMerger.fragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +1 -7
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +1 -1
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.fragment.d.ts +1 -0
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js +15 -3
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -2
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
- package/ShadersWGSL/textureMerger.fragment.d.ts +5 -0
- package/ShadersWGSL/textureMerger.fragment.js +86 -0
- package/ShadersWGSL/textureMerger.fragment.js.map +1 -0
- package/Sprites/spriteManager.d.ts +8 -0
- package/Sprites/spriteManager.js +4 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/XR/features/WebXRAnchorSystem.js +14 -21
- package/XR/features/WebXRAnchorSystem.js.map +1 -1
- package/package.json +1 -1
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type { Scene } from \"../../scene\";\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\nimport { ProceduralTexture } from \"./Procedurals/proceduralTexture\";\nimport type { BaseTexture } from \"./baseTexture\";\nimport type { TextureSize } from \"./textureCreationOptions\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport { Constants } from \"../../Engines/constants\";\nimport type { Texture } from \"./texture\";\n\n/**\n * Configuration for a texture input source\n */\nexport interface ITextureChannelInput {\n /** The texture to use as input */\n texture: BaseTexture;\n /** Source channel to read from (0=R, 1=G, 2=B, 3=A) */\n sourceChannel: number;\n}\n\n/**\n * Configuration for a constant value input source\n */\nexport interface IConstantChannelInput {\n /** Constant value between 0.0 and 1.0 */\n value: number;\n}\n\n/**\n * Union type for channel input sources\n */\nexport type ChannelInput = ITextureChannelInput | IConstantChannelInput;\n\n/**\n * Configuration for texture merging operation\n */\nexport interface ITextureMergeConfiguration {\n /** Configuration for red output channel */\n red: ChannelInput;\n /** Configuration for green output channel (optional, defaults to 0) */\n green?: ChannelInput;\n /** Configuration for blue output channel (optional, defaults to 0) */\n blue?: ChannelInput;\n /** Configuration for alpha output channel (optional, defaults to 1) */\n alpha?: ChannelInput;\n /** Output texture size. If not specified, uses the largest input texture size */\n outputSize?: TextureSize;\n /** Whether to generate mipmaps for the output texture */\n generateMipMaps?: boolean;\n}\n\nconst _ShaderName = \"textureMerger\";\n\n/**\n * @internal\n * Check if a channel input is a texture input\n * @param input The channel input to check\n * @returns True if the input is a texture input, false otherwise\n */\nfunction IsTextureInput(input: ChannelInput): input is ITextureChannelInput {\n return \"texture\" in input;\n}\n\n/**\n * @internal\n * Check if a channel input is a constant input\n * @param input The channel input to check\n * @returns True if the input is a constant input, false otherwise\n */\nfunction IsConstantInput(input: ChannelInput): input is IConstantChannelInput {\n return \"value\" in input;\n}\n\n/**\n * @internal\n * Copy texture transformation properties from one texture to another\n * @param source The source texture\n * @param destination The destination texture\n */\nfunction CopyTextureTransform(source: Texture, destination: Texture) {\n destination.uOffset = source.uOffset;\n destination.vOffset = source.vOffset;\n destination.uScale = source.uScale;\n destination.vScale = source.vScale;\n destination.uAng = source.uAng;\n destination.vAng = source.vAng;\n destination.wAng = source.wAng;\n destination.uRotationCenter = source.uRotationCenter;\n destination.vRotationCenter = source.vRotationCenter;\n}\n\n/**\n * @internal\n * Merge multiple texture channels into a single texture\n * @param name Name for the resulting texture\n * @param config Merge configuration\n * @param scene Scene to create the texture in\n * @returns The merged texture\n */\nexport async function MergeTexturesAsync(name: string, config: ITextureMergeConfiguration, scene: Scene): Promise<ProceduralTexture> {\n const channels = [config.red, config.green, config.blue, config.alpha];\n const textureInputs: BaseTexture[] = [];\n const textureInputMap: number[] = []; // Maps channel index to texture input index (-1 for constants)\n\n // Collect unique textures and validate inputs\n for (let channelIndex = 0; channelIndex < 4; channelIndex++) {\n const channel = channels[channelIndex];\n if (channel) {\n if (IsTextureInput(channel)) {\n // Validate source channel\n if (channel.sourceChannel < 0 || channel.sourceChannel > 3) {\n throw new Error(\"Source channel must be between 0 and 3 (R, G, B, A)\");\n }\n\n // Find or add texture to inputs\n let textureIndex = textureInputs.indexOf(channel.texture);\n if (textureIndex === -1) {\n textureIndex = textureInputs.length;\n textureInputs.push(channel.texture);\n }\n textureInputMap[channelIndex] = textureIndex;\n } else if (IsConstantInput(channel)) {\n // Validate constant value\n if (channel.value < 0 || channel.value > 1) {\n throw new Error(\"Constant value must be between 0.0 and 1.0\");\n }\n textureInputMap[channelIndex] = -1;\n } else {\n throw new Error(\"Invalid channel input configuration\");\n }\n } else {\n textureInputMap[channelIndex] = -1;\n }\n }\n\n // Determine output size\n let outputSize = config.outputSize;\n if (!outputSize && textureInputs.length > 0) {\n // Use the largest texture size\n let maxSize = 0;\n for (const texture of textureInputs) {\n const size = texture.getSize();\n const currentSize = Math.max(size.width, size.height);\n if (currentSize > maxSize) {\n maxSize = currentSize;\n outputSize = size.width === size.height ? maxSize : size;\n }\n }\n }\n outputSize = outputSize || 512; // Fallback size\n\n // Generate shader defines\n const defines: string[] = [];\n const usedTextures = new Set<number>();\n\n for (let channelIndex = 0; channelIndex < 4; channelIndex++) {\n const channel = channels[channelIndex];\n const channelName = [\"RED\", \"GREEN\", \"BLUE\", \"ALPHA\"][channelIndex];\n\n if (channel && IsTextureInput(channel)) {\n defines.push(`${channelName}_FROM_TEXTURE`);\n const textureIndex = textureInputMap[channelIndex];\n usedTextures.add(textureIndex);\n }\n }\n\n // Add texture defines for used textures\n usedTextures.forEach((textureIndex) => {\n defines.push(`USE_TEXTURE${textureIndex}`);\n });\n\n // Create the procedural texture\n const outputTextureOptions: IProceduralTextureCreationOptions = {\n type: Constants.TEXTURETYPE_HALF_FLOAT,\n format: Constants.TEXTUREFORMAT_RGBA,\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\n generateDepthBuffer: false,\n generateMipMaps: false,\n shaderLanguage: scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (scene.getEngine().isWebGPU) {\n await Promise.all([import(\"../../ShadersWGSL/textureMerger.fragment\")]);\n } else {\n await Promise.all([import(\"../../Shaders/textureMerger.fragment\")]);\n }\n },\n };\n const proceduralTexture = new ProceduralTexture(name, outputSize, _ShaderName, scene, outputTextureOptions);\n proceduralTexture.refreshRate = -1; // Do not auto-refresh\n\n // Set the defines\n proceduralTexture.defines = defines.length > 0 ? \"#define \" + defines.join(\"\\n#define \") + \"\\n\" : \"\";\n\n // Set up texture inputs\n for (let i = 0; i < textureInputs.length; i++) {\n CopyTextureTransform(textureInputs[i] as Texture, proceduralTexture);\n proceduralTexture.setTexture(`inputTexture${i}`, textureInputs[i]);\n }\n\n // Set up channel configuration\n for (let channelIndex = 0; channelIndex < 4; channelIndex++) {\n const channel = channels[channelIndex];\n const channelName = [\"red\", \"green\", \"blue\", \"alpha\"][channelIndex];\n\n if (channel && IsTextureInput(channel)) {\n const textureIndex = textureInputMap[channelIndex];\n proceduralTexture.setInt(`${channelName}TextureIndex`, textureIndex);\n proceduralTexture.setInt(`${channelName}SourceChannel`, channel.sourceChannel);\n } else {\n // Use constant value (either provided or default)\n let constantValue: number;\n if (channel && IsConstantInput(channel)) {\n constantValue = channel.value;\n } else {\n // Use default values: 0 for RGB, 1 for alpha\n constantValue = channelIndex === 3 ? 1.0 : 0.0;\n }\n proceduralTexture.setFloat(`${channelName}ConstantValue`, constantValue);\n }\n }\n\n return await new Promise<ProceduralTexture>((resolve, reject) => {\n // Compile and render\n proceduralTexture.executeWhenReady(() => {\n try {\n proceduralTexture.render();\n resolve(proceduralTexture);\n } catch (error) {\n reject(error instanceof Error ? error : new Error(String(error)));\n }\n });\n });\n}\n\n/**\n * @internal\n * Create a texture input configuration\n * @param texture The texture to read from\n * @param sourceChannel The channel to read (0=R, 1=G, 2=B, 3=A)\n * @returns Texture channel input configuration\n */\nexport function CreateTextureInput(texture: BaseTexture, sourceChannel: number): ITextureChannelInput {\n return { texture, sourceChannel };\n}\n\n/**\n * @internal\n * Create a constant value input configuration\n * @param value The constant value (0.0-1.0)\n * @returns Constant channel input configuration\n */\nexport function CreateConstantInput(value: number): IConstantChannelInput {\n return { value };\n}\n\n/**\n * @internal\n * Create a simple RGBA channel packing configuration\n * @param red Input for red channel\n * @param green Input for green channel (optional, defaults to 0)\n * @param blue Input for blue channel (optional, defaults to 0)\n * @param alpha Input for alpha channel (optional, defaults to 1)\n * @returns Texture merge configuration\n */\nexport function CreateRGBAConfiguration(red: ChannelInput, green?: ChannelInput, blue?: ChannelInput, alpha?: ChannelInput): ITextureMergeConfiguration {\n return { red, green, blue, alpha };\n}\n"]}
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import { Matrix } from "../Maths/math.vector.js";
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import type { IMatrixLike, IVector3Like } from "../Maths/math.like.js";
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import type { Scene } from "../scene.js";
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import type { DeepImmutable } from "../types.js";
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/**
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* When rendering, each scene will reset this to ensure the correct floating origin offset is when overriding the below functions
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*/
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export declare const FloatingOriginCurrentScene: {
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getScene: () => Scene | undefined;
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eyeAtCamera: boolean;
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};
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export declare function GetOffsetTransformMatrices(offset: IVector3Like, viewMatrices: Array<Matrix>, projectionMatrices: Array<Matrix>, length: number, resultArray: Float32Array): Float32Array;
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export declare function GetFullOffsetViewProjectionToRef(offset: IVector3Like, viewMatrix: DeepImmutable<IMatrixLike>, projectionMatrix: DeepImmutable<IMatrixLike>, ref: IMatrixLike): DeepImmutable<IMatrixLike>;
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export declare function ResetMatrixFunctions(): void;
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export declare function OverrideMatrixFunctions(): void;
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@@ -10,6 +10,7 @@ const TempMat2 = new Matrix();
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*/
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export const FloatingOriginCurrentScene = {
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getScene: () => undefined,
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eyeAtCamera: true, // When true, we can assume viewMatrix translation is at origin. Otherwise, we must do full offset calculations
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};
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function OffsetWorldToRef(offset, world, ref) {
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const refArray = ref.asArray();
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refArray[12] -= offset.x;
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ref.markAsUpdated();
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function
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function GetFullOffsetView(offset, viewMatrix, ref) {
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InvertMatrixToRef(viewMatrix, TempMat1); // TempMat1 = light world matrix (inverse of view)
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OffsetWorldToRef(offset, TempMat1, TempMat2); // TempMat2 = offset light world matrix
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InvertMatrixToRef(TempMat2, ref); // TempMat1 = offset view matrix
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}
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function OffsetViewToRef(offset, view, ref) {
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// When eye is not at camera, we cannot assume the translation of view matrix is at origin, so we perform full offset calculation
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if (!FloatingOriginCurrentScene.eyeAtCamera) {
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return GetFullOffsetView(offset, view, ref);
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}
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const refArray = ref.asArray();
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const viewArray = view.asArray();
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for (let i = 0; i < 16; i++) {
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}
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function OffsetViewProjectionToRef(view, projection, ref) {
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MultiplyMatricesToRef(OffsetViewToRef(view, ref), projection, ref);
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function OffsetViewProjectionToRef(offset, view, projection, ref) {
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MultiplyMatricesToRef(OffsetViewToRef(offset, view, ref), projection, ref);
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export function GetOffsetTransformMatrices(offset, viewMatrices, projectionMatrices, length, resultArray) {
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for (let cascadeIndex = 0; cascadeIndex < length; ++cascadeIndex) {
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GetFullOffsetViewProjectionToRef(offset, viewMatrices[cascadeIndex], projectionMatrices[cascadeIndex], TempMat1);
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TempMat1.copyToArray(resultArray, cascadeIndex * 16);
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}
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function OffsetWorldViewToRef(offset, worldView, view, ref) {
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// ( world * view ) * inverse ( view ) = world
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InvertMatrixToRef(view, TempMat1); // TempMat1 = inverseView
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MultiplyMatricesToRef(worldView, TempMat1, TempMat2); // TempMat2 = world, TempMat1 can be reused
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// ( offsetWorld * offsetView ) = offsetWorldView
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OffsetWorldToRef(offset, TempMat2, TempMat1); // TempMat1 = offsetWorld
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OffsetViewToRef(view, TempMat2); // TempMat2 = offsetView
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OffsetViewToRef(offset, view, TempMat2); // TempMat2 = offsetView
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MultiplyMatricesToRef(TempMat1, TempMat2, ref);
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}
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export function GetFullOffsetViewProjectionToRef(offset, viewMatrix, projectionMatrix, ref) {
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GetFullOffsetView(offset, viewMatrix, TempMat2);
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MultiplyMatricesToRef(TempMat2, projectionMatrix, ref);
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return ref;
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}
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function OffsetWorldViewProjectionToRef(offset, worldViewProjection, viewProjection, view, projection, ref) {
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// ( world * view * projection ) * inverse(projection) * inverse(view) = world
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// ( world * view * projection ) * inverse (view * projection) = world
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@@ -56,27 +79,28 @@ function OffsetWorldViewProjectionToRef(offset, worldViewProjection, viewProject
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MultiplyMatricesToRef(worldViewProjection, TempMat1, TempMat2); // TempMat2 = world, TempMat1 can be reused
|
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// ( offsetWorld * offsetViewProjection) = offsetWorldViewProjection
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OffsetWorldToRef(offset, TempMat2, TempMat1); // TempMat1 = offsetWorld
|
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OffsetViewProjectionToRef(view, projection, TempMat2); // TempMat2 = offsetViewProjection
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OffsetViewProjectionToRef(offset, view, projection, TempMat2); // TempMat2 = offsetViewProjection
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MultiplyMatricesToRef(TempMat1, TempMat2, ref);
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return ref;
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}
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function GetOffsetMatrix(uniformName, mat) {
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64
|
-
TempFinalMat.updateFlag = mat.updateFlag;
|
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const scene = FloatingOriginCurrentScene.getScene();
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// Early out for scenes that don't have floatingOriginMode enabled
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-
if
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// Effect.setMatrix will call pipelineContext.setMatrix. In WebGPU, this will in turn call ubo.updateMatrix. To avoid double offset, early out if mat is TempFinalMat
|
|
90
|
+
if (!scene || TempFinalMat === mat) {
|
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|
return mat;
|
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|
}
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|
+
TempFinalMat.updateFlag = mat.updateFlag;
|
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70
94
|
const offset = scene.floatingOriginOffset;
|
|
71
95
|
switch (uniformName) {
|
|
72
96
|
case "world":
|
|
73
97
|
return OffsetWorldToRef(offset, mat, TempFinalMat);
|
|
74
98
|
case "view":
|
|
75
|
-
return OffsetViewToRef(mat, TempFinalMat);
|
|
99
|
+
return OffsetViewToRef(offset, mat, TempFinalMat);
|
|
76
100
|
case "worldView":
|
|
77
101
|
return OffsetWorldViewToRef(offset, mat, scene.getViewMatrix(), TempFinalMat);
|
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78
102
|
case "viewProjection":
|
|
79
|
-
return OffsetViewProjectionToRef(scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);
|
|
103
|
+
return OffsetViewProjectionToRef(offset, scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);
|
|
80
104
|
case "worldViewProjection":
|
|
81
105
|
return OffsetWorldViewProjectionToRef(offset, mat, scene.getTransformMatrix(), scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);
|
|
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106
|
default:
|
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@@ -1 +1 @@
|
|
|
1
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-
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{ Effect } from \"../Materials/effect\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport type { IMatrixLike, IVector3Like } from \"../Maths/math.like\";\r\nimport { InvertMatrixToRef, MultiplyMatricesToRef } from \"../Maths/ThinMaths/thinMath.matrix.functions\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { DeepImmutable } from \"../types\";\r\nimport { UniformBuffer } from \"./uniformBuffer\";\r\n\r\nconst TempFinalMat: Matrix = new Matrix();\r\nconst TempMat1: Matrix = new Matrix();\r\nconst TempMat2: Matrix = new Matrix();\r\n/**\r\n * When rendering, each scene will reset this to ensure the correct floating origin offset is when overriding the below functions\r\n */\r\nexport const FloatingOriginCurrentScene = {\r\n getScene: () => undefined as Scene | undefined,\r\n};\r\n\r\nfunction OffsetWorldToRef(offset: IVector3Like, world: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n const refArray = ref.asArray();\r\n const worldArray = world.asArray();\r\n for (let i = 0; i < 16; i++) {\r\n refArray[i] = worldArray[i];\r\n }\r\n refArray[12] -= offset.x;\r\n refArray[13] -= offset.y;\r\n refArray[14] -= offset.z;\r\n Matrix.FromArrayToRef(refArray, 0, ref);\r\n return ref;\r\n}\r\n\r\nfunction OffsetViewToRef(view: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n const refArray = ref.asArray();\r\n const viewArray = view.asArray();\r\n for (let i = 0; i < 16; i++) {\r\n refArray[i] = viewArray[i];\r\n }\r\n refArray[12] = 0;\r\n refArray[13] = 0;\r\n refArray[14] = 0;\r\n Matrix.FromArrayToRef(refArray, 0, ref);\r\n return ref;\r\n}\r\n\r\nfunction OffsetViewProjectionToRef(view: DeepImmutable<IMatrixLike>, projection: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n MultiplyMatricesToRef(OffsetViewToRef(view, ref), projection, ref);\r\n return ref;\r\n}\r\n\r\nfunction OffsetWorldViewToRef(offset: IVector3Like, worldView: DeepImmutable<IMatrixLike>, view: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n // ( world * view ) * inverse ( view ) = world\r\n InvertMatrixToRef(view, TempMat1); // TempMat1 = inverseView\r\n MultiplyMatricesToRef(worldView, TempMat1, TempMat2); // TempMat2 = world, TempMat1 can be reused\r\n\r\n // ( offsetWorld * offsetView ) = offsetWorldView\r\n OffsetWorldToRef(offset, TempMat2, TempMat1); // TempMat1 = offsetWorld\r\n OffsetViewToRef(view, TempMat2); // TempMat2 = offsetView\r\n MultiplyMatricesToRef(TempMat1, TempMat2, ref);\r\n\r\n return ref;\r\n}\r\n\r\nfunction OffsetWorldViewProjectionToRef(\r\n offset: IVector3Like,\r\n worldViewProjection: DeepImmutable<IMatrixLike>,\r\n viewProjection: DeepImmutable<IMatrixLike>,\r\n view: DeepImmutable<IMatrixLike>,\r\n projection: DeepImmutable<IMatrixLike>,\r\n ref: IMatrixLike\r\n): DeepImmutable<IMatrixLike> {\r\n // ( world * view * projection ) * inverse(projection) * inverse(view) = world\r\n // ( world * view * projection ) * inverse (view * projection) = world\r\n InvertMatrixToRef(viewProjection, TempMat1); // TempMat1 = inverse (view * projection)\r\n MultiplyMatricesToRef(worldViewProjection, TempMat1, TempMat2); // TempMat2 = world, TempMat1 can be reused\r\n\r\n // ( offsetWorld * offsetViewProjection) = offsetWorldViewProjection\r\n OffsetWorldToRef(offset, TempMat2, TempMat1); // TempMat1 = offsetWorld\r\n OffsetViewProjectionToRef(view, projection, TempMat2); // TempMat2 = offsetViewProjection\r\n MultiplyMatricesToRef(TempMat1, TempMat2, ref);\r\n\r\n return ref;\r\n}\r\n\r\nfunction GetOffsetMatrix(uniformName: string, mat: IMatrixLike): IMatrixLike {\r\n TempFinalMat.updateFlag = mat.updateFlag;\r\n const scene = FloatingOriginCurrentScene.getScene();\r\n // Early out for scenes that don't have floatingOriginMode enabled\r\n if (!scene) {\r\n return mat;\r\n }\r\n const offset = scene.floatingOriginOffset;\r\n switch (uniformName) {\r\n case \"world\":\r\n return OffsetWorldToRef(offset, mat, TempFinalMat);\r\n case \"view\":\r\n return OffsetViewToRef(mat, TempFinalMat);\r\n case \"worldView\":\r\n return OffsetWorldViewToRef(offset, mat, scene.getViewMatrix(), TempFinalMat);\r\n case \"viewProjection\":\r\n return OffsetViewProjectionToRef(scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);\r\n case \"worldViewProjection\":\r\n return OffsetWorldViewProjectionToRef(offset, mat, scene.getTransformMatrix(), scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);\r\n default:\r\n return mat;\r\n }\r\n}\r\n\r\n// ---- Overriding the prototypes of effect and uniformBuffer's setMatrix functions ----\r\nconst UniformBufferInternal = UniformBuffer as any;\r\nconst EffectInternal = Effect as any;\r\nconst OriginalUpdateMatrixForUniform = UniformBufferInternal.prototype._updateMatrixForUniform;\r\nconst OriginalSetMatrix = Effect.prototype.setMatrix;\r\n\r\nexport function ResetMatrixFunctions() {\r\n Effect.prototype.setMatrix = OriginalSetMatrix;\r\n EffectInternal._setMatrixOverride = undefined;\r\n UniformBufferInternal.prototype._updateMatrixForUniform = OriginalUpdateMatrixForUniform;\r\n UniformBufferInternal.prototype._updateMatrixForUniformOverride = undefined;\r\n}\r\n\r\nexport function OverrideMatrixFunctions() {\r\n EffectInternal.prototype._setMatrixOverride = OriginalSetMatrix;\r\n EffectInternal.prototype.setMatrix = function (uniformName: string, matrix: IMatrixLike) {\r\n this._setMatrixOverride(uniformName, GetOffsetMatrix(uniformName, matrix));\r\n return this;\r\n };\r\n UniformBufferInternal.prototype._updateMatrixForUniformOverride = OriginalUpdateMatrixForUniform;\r\n UniformBufferInternal.prototype._updateMatrixForUniform = function (uniformName: string, matrix: IMatrixLike) {\r\n this._updateMatrixForUniformOverride(uniformName, GetOffsetMatrix(uniformName, matrix));\r\n };\r\n}\r\n"]}
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+
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{ Effect } from \"../Materials/effect\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport type { IMatrixLike, IVector3Like } from \"../Maths/math.like\";\r\nimport { InvertMatrixToRef, MultiplyMatricesToRef } from \"../Maths/ThinMaths/thinMath.matrix.functions\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { DeepImmutable } from \"../types\";\r\nimport { UniformBuffer } from \"./uniformBuffer\";\r\n\r\nconst TempFinalMat: Matrix = new Matrix();\r\nconst TempMat1: Matrix = new Matrix();\r\nconst TempMat2: Matrix = new Matrix();\r\n\r\n/**\r\n * When rendering, each scene will reset this to ensure the correct floating origin offset is when overriding the below functions\r\n */\r\nexport const FloatingOriginCurrentScene = {\r\n getScene: () => undefined as Scene | undefined,\r\n eyeAtCamera: true, // When true, we can assume viewMatrix translation is at origin. Otherwise, we must do full offset calculations\r\n};\r\n\r\nfunction OffsetWorldToRef(offset: IVector3Like, world: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n const refArray = ref.asArray();\r\n const worldArray = world.asArray();\r\n for (let i = 0; i < 16; i++) {\r\n refArray[i] = worldArray[i];\r\n }\r\n refArray[12] -= offset.x;\r\n refArray[13] -= offset.y;\r\n refArray[14] -= offset.z;\r\n ref.markAsUpdated();\r\n return ref;\r\n}\r\n\r\nfunction GetFullOffsetView(offset: IVector3Like, viewMatrix: DeepImmutable<IMatrixLike>, ref: IMatrixLike) {\r\n InvertMatrixToRef(viewMatrix, TempMat1); // TempMat1 = light world matrix (inverse of view)\r\n OffsetWorldToRef(offset, TempMat1, TempMat2); // TempMat2 = offset light world matrix\r\n InvertMatrixToRef(TempMat2, ref); // TempMat1 = offset view matrix\r\n return ref;\r\n}\r\n\r\nfunction OffsetViewToRef(offset: IVector3Like, view: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n // When eye is not at camera, we cannot assume the translation of view matrix is at origin, so we perform full offset calculation\r\n if (!FloatingOriginCurrentScene.eyeAtCamera) {\r\n return GetFullOffsetView(offset, view, ref);\r\n }\r\n const refArray = ref.asArray();\r\n const viewArray = view.asArray();\r\n for (let i = 0; i < 16; i++) {\r\n refArray[i] = viewArray[i];\r\n }\r\n refArray[12] = 0;\r\n refArray[13] = 0;\r\n refArray[14] = 0;\r\n ref.markAsUpdated();\r\n return ref;\r\n}\r\n\r\nfunction OffsetViewProjectionToRef(offset: IVector3Like, view: DeepImmutable<IMatrixLike>, projection: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n MultiplyMatricesToRef(OffsetViewToRef(offset, view, ref), projection, ref);\r\n return ref;\r\n}\r\n\r\nexport function GetOffsetTransformMatrices(\r\n offset: IVector3Like,\r\n viewMatrices: Array<Matrix>,\r\n projectionMatrices: Array<Matrix>,\r\n length: number,\r\n resultArray: Float32Array\r\n): Float32Array {\r\n for (let cascadeIndex = 0; cascadeIndex < length; ++cascadeIndex) {\r\n GetFullOffsetViewProjectionToRef(offset, viewMatrices[cascadeIndex], projectionMatrices[cascadeIndex], TempMat1);\r\n TempMat1.copyToArray(resultArray, cascadeIndex * 16);\r\n }\r\n return resultArray;\r\n}\r\n\r\nfunction OffsetWorldViewToRef(offset: IVector3Like, worldView: DeepImmutable<IMatrixLike>, view: DeepImmutable<IMatrixLike>, ref: Matrix): DeepImmutable<IMatrixLike> {\r\n // ( world * view ) * inverse ( view ) = world\r\n InvertMatrixToRef(view, TempMat1); // TempMat1 = inverseView\r\n MultiplyMatricesToRef(worldView, TempMat1, TempMat2); // TempMat2 = world, TempMat1 can be reused\r\n\r\n // ( offsetWorld * offsetView ) = offsetWorldView\r\n OffsetWorldToRef(offset, TempMat2, TempMat1); // TempMat1 = offsetWorld\r\n OffsetViewToRef(offset, view, TempMat2); // TempMat2 = offsetView\r\n MultiplyMatricesToRef(TempMat1, TempMat2, ref);\r\n\r\n return ref;\r\n}\r\n\r\nexport function GetFullOffsetViewProjectionToRef(\r\n offset: IVector3Like,\r\n viewMatrix: DeepImmutable<IMatrixLike>,\r\n projectionMatrix: DeepImmutable<IMatrixLike>,\r\n ref: IMatrixLike\r\n): DeepImmutable<IMatrixLike> {\r\n GetFullOffsetView(offset, viewMatrix, TempMat2);\r\n MultiplyMatricesToRef(TempMat2, projectionMatrix, ref);\r\n return ref;\r\n}\r\n\r\nfunction OffsetWorldViewProjectionToRef(\r\n offset: IVector3Like,\r\n worldViewProjection: DeepImmutable<IMatrixLike>,\r\n viewProjection: DeepImmutable<IMatrixLike>,\r\n view: DeepImmutable<IMatrixLike>,\r\n projection: DeepImmutable<IMatrixLike>,\r\n ref: IMatrixLike\r\n): DeepImmutable<IMatrixLike> {\r\n // ( world * view * projection ) * inverse(projection) * inverse(view) = world\r\n // ( world * view * projection ) * inverse (view * projection) = world\r\n InvertMatrixToRef(viewProjection, TempMat1); // TempMat1 = inverse (view * projection)\r\n MultiplyMatricesToRef(worldViewProjection, TempMat1, TempMat2); // TempMat2 = world, TempMat1 can be reused\r\n\r\n // ( offsetWorld * offsetViewProjection) = offsetWorldViewProjection\r\n OffsetWorldToRef(offset, TempMat2, TempMat1); // TempMat1 = offsetWorld\r\n OffsetViewProjectionToRef(offset, view, projection, TempMat2); // TempMat2 = offsetViewProjection\r\n MultiplyMatricesToRef(TempMat1, TempMat2, ref);\r\n\r\n return ref;\r\n}\r\n\r\nfunction GetOffsetMatrix(uniformName: string, mat: IMatrixLike): IMatrixLike {\r\n const scene = FloatingOriginCurrentScene.getScene();\r\n // Early out for scenes that don't have floatingOriginMode enabled\r\n // Effect.setMatrix will call pipelineContext.setMatrix. In WebGPU, this will in turn call ubo.updateMatrix. To avoid double offset, early out if mat is TempFinalMat\r\n if (!scene || TempFinalMat === mat) {\r\n return mat;\r\n }\r\n TempFinalMat.updateFlag = mat.updateFlag;\r\n const offset = scene.floatingOriginOffset;\r\n switch (uniformName) {\r\n case \"world\":\r\n return OffsetWorldToRef(offset, mat, TempFinalMat);\r\n case \"view\":\r\n return OffsetViewToRef(offset, mat, TempFinalMat);\r\n case \"worldView\":\r\n return OffsetWorldViewToRef(offset, mat, scene.getViewMatrix(), TempFinalMat);\r\n case \"viewProjection\":\r\n return OffsetViewProjectionToRef(offset, scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);\r\n case \"worldViewProjection\":\r\n return OffsetWorldViewProjectionToRef(offset, mat, scene.getTransformMatrix(), scene.getViewMatrix(), scene.getProjectionMatrix(), TempFinalMat);\r\n default:\r\n return mat;\r\n }\r\n}\r\n\r\n// ---- Overriding the prototypes of effect and uniformBuffer's setMatrix functions ----\r\nconst UniformBufferInternal = UniformBuffer as any;\r\nconst EffectInternal = Effect as any;\r\nconst OriginalUpdateMatrixForUniform = UniformBufferInternal.prototype._updateMatrixForUniform;\r\nconst OriginalSetMatrix = Effect.prototype.setMatrix;\r\n\r\nexport function ResetMatrixFunctions() {\r\n Effect.prototype.setMatrix = OriginalSetMatrix;\r\n EffectInternal._setMatrixOverride = undefined;\r\n UniformBufferInternal.prototype._updateMatrixForUniform = OriginalUpdateMatrixForUniform;\r\n UniformBufferInternal.prototype._updateMatrixForUniformOverride = undefined;\r\n}\r\n\r\nexport function OverrideMatrixFunctions() {\r\n EffectInternal.prototype._setMatrixOverride = OriginalSetMatrix;\r\n EffectInternal.prototype.setMatrix = function (uniformName: string, matrix: IMatrixLike) {\r\n this._setMatrixOverride(uniformName, GetOffsetMatrix(uniformName, matrix));\r\n return this;\r\n };\r\n UniformBufferInternal.prototype._updateMatrixForUniformOverride = OriginalUpdateMatrixForUniform;\r\n UniformBufferInternal.prototype._updateMatrixForUniform = function (uniformName: string, matrix: IMatrixLike) {\r\n this._updateMatrixForUniformOverride(uniformName, GetOffsetMatrix(uniformName, matrix));\r\n };\r\n}\r\n"]}
|
package/Misc/sceneSerializer.js
CHANGED
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@@ -309,7 +309,10 @@ export class SceneSerializer {
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309
309
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if (scene.spriteManagers) {
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|
310
310
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serializationObject.spriteManagers = [];
|
|
311
311
|
for (index = 0; index < scene.spriteManagers.length; index++) {
|
|
312
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-
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|
312
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+
const spriteManager = scene.spriteManagers[index];
|
|
313
|
+
if (!spriteManager.doNotSerialize) {
|
|
314
|
+
serializationObject.spriteManagers.push(spriteManager.serialize(true));
|
|
315
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+
}
|
|
313
316
|
}
|
|
314
317
|
}
|
|
315
318
|
return serializationObject;
|
|
@@ -1 +1 @@
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1
|
-
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type { Geometry } from \"../Meshes/geometry\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { SerializationHelper } from \"./decorators.serialization\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport type { Node } from \"../node\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nlet SerializedGeometries: Geometry[] = [];\r\nconst SerializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {\r\n if (geometry.doNotSerialize) {\r\n return;\r\n }\r\n\r\n serializationGeometries.vertexData.push(geometry.serializeVerticeData());\r\n\r\n (<any>SerializedGeometries)[geometry.id] = true;\r\n};\r\n\r\nconst SerializeMesh = (mesh: Mesh, serializationScene: any): any => {\r\n const serializationObject: any = {};\r\n\r\n // Geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!mesh.getScene().getGeometryById(geometry.id)) {\r\n // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry\r\n SerializeGeometry(geometry, serializationScene.geometries);\r\n }\r\n }\r\n\r\n // Custom\r\n if (mesh.serialize) {\r\n mesh.serialize(serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n};\r\n\r\nconst FinalizeSingleNode = (node: Node, serializationObject: any) => {\r\n if ((node as Mesh)._isMesh) {\r\n const mesh = node as Mesh;\r\n //only works if the mesh is already loaded\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n const serializeMaterial = (material: Material) => {\r\n serializationObject.materials = serializationObject.materials || [];\r\n if (mesh.material && !serializationObject.materials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n };\r\n\r\n //serialize material\r\n if (mesh.material && !mesh.material.doNotSerialize) {\r\n if (mesh.material instanceof MultiMaterial) {\r\n serializationObject.multiMaterials = serializationObject.multiMaterials || [];\r\n if (!serializationObject.multiMaterials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.multiMaterials.push(mesh.material.serialize());\r\n for (const submaterial of mesh.material.subMaterials) {\r\n if (submaterial) {\r\n serializeMaterial(submaterial);\r\n }\r\n }\r\n }\r\n } else {\r\n serializeMaterial(mesh.material);\r\n }\r\n } else if (!mesh.material) {\r\n serializeMaterial(mesh.getScene().defaultMaterial);\r\n }\r\n\r\n //serialize geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!serializationObject.geometries) {\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n }\r\n\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n // Skeletons\r\n if (mesh.skeleton && !mesh.skeleton.doNotSerialize) {\r\n serializationObject.skeletons = serializationObject.skeletons || [];\r\n serializationObject.skeletons.push(mesh.skeleton.serialize());\r\n }\r\n\r\n //serialize the actual mesh\r\n serializationObject.meshes = serializationObject.meshes || [];\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n } else if (node.getClassName() === \"TransformNode\") {\r\n const transformNode = node as TransformNode;\r\n serializationObject.transformNodes.push(transformNode.serialize());\r\n } else if (node.getClassName().indexOf(\"Camera\") !== -1) {\r\n const camera = node as Camera;\r\n serializationObject.cameras.push(camera.serialize());\r\n } else if (node.getClassName().indexOf(\"Light\") !== -1) {\r\n const light = node as Light;\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n};\r\n\r\n/**\r\n * Class used to serialize a scene into a string\r\n */\r\nexport class SceneSerializer {\r\n /**\r\n * Clear cache used by a previous serialization\r\n */\r\n public static ClearCache(): void {\r\n SerializedGeometries = [];\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * Note that if the current engine does not support synchronous texture reading (like WebGPU), you should use SerializeAsync instead\r\n * as else you may not retrieve the proper base64 encoded texture data (when using the Texture.ForceSerializeBuffers flag)\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON compatible object\r\n */\r\n public static Serialize(scene: Scene): any {\r\n return SceneSerializer._Serialize(scene);\r\n }\r\n\r\n private static _Serialize(scene: Scene, checkSyncReadSupported = true): any {\r\n const serializationObject: any = {};\r\n\r\n if (checkSyncReadSupported && !scene.getEngine()._features.supportSyncTextureRead && Texture.ForceSerializeBuffers) {\r\n Logger.Warn(\"The serialization object may not contain the proper base64 encoded texture data! You should use the SerializeAsync method instead.\");\r\n }\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n // Scene\r\n serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;\r\n serializationObject.autoClear = scene.autoClear;\r\n serializationObject.clearColor = scene.clearColor.asArray();\r\n serializationObject.ambientColor = scene.ambientColor.asArray();\r\n serializationObject.gravity = scene.gravity.asArray();\r\n serializationObject.collisionsEnabled = scene.collisionsEnabled;\r\n serializationObject.useRightHandedSystem = scene.useRightHandedSystem;\r\n\r\n // Fog\r\n if (scene.fogMode !== undefined && scene.fogMode !== null) {\r\n serializationObject.fogMode = scene.fogMode;\r\n }\r\n if (scene.fogColor !== undefined && scene.fogColor !== null) {\r\n serializationObject.fogColor = scene.fogColor.asArray();\r\n }\r\n if (scene.fogStart !== undefined && scene.fogStart !== null) {\r\n serializationObject.fogStart = scene.fogStart;\r\n }\r\n if (scene.fogEnd !== undefined && scene.fogEnd !== null) {\r\n serializationObject.fogEnd = scene.fogEnd;\r\n }\r\n if (scene.fogDensity !== undefined && scene.fogDensity !== null) {\r\n serializationObject.fogDensity = scene.fogDensity;\r\n }\r\n\r\n //Physics\r\n if (scene.isPhysicsEnabled && scene.isPhysicsEnabled()) {\r\n const physicEngine = scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n serializationObject.physicsEnabled = true;\r\n serializationObject.physicsGravity = physicEngine.gravity.asArray();\r\n serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();\r\n }\r\n }\r\n\r\n // Metadata\r\n if (scene.metadata) {\r\n serializationObject.metadata = scene.metadata;\r\n }\r\n\r\n // Morph targets\r\n serializationObject.morphTargetManagers = [];\r\n for (const abstractMesh of scene.meshes) {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n\r\n if (manager) {\r\n serializationObject.morphTargetManagers.push(manager.serialize());\r\n }\r\n }\r\n\r\n // Lights\r\n serializationObject.lights = [];\r\n let index: number;\r\n let light: Light;\r\n for (index = 0; index < scene.lights.length; index++) {\r\n light = scene.lights[index];\r\n\r\n if (!light.doNotSerialize) {\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n }\r\n\r\n // Cameras\r\n serializationObject.cameras = [];\r\n for (index = 0; index < scene.cameras.length; index++) {\r\n const camera = scene.cameras[index];\r\n\r\n if (!camera.doNotSerialize) {\r\n serializationObject.cameras.push(camera.serialize());\r\n }\r\n }\r\n\r\n if (scene.activeCamera) {\r\n serializationObject.activeCameraID = scene.activeCamera.id;\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(scene, serializationObject);\r\n\r\n // Animation Groups\r\n if (scene.animationGroups && scene.animationGroups.length > 0) {\r\n serializationObject.animationGroups = [];\r\n for (let animationGroupIndex = 0; animationGroupIndex < scene.animationGroups.length; animationGroupIndex++) {\r\n const animationGroup = scene.animationGroups[animationGroupIndex];\r\n\r\n serializationObject.animationGroups.push(animationGroup.serialize());\r\n }\r\n }\r\n\r\n // Reflection probes\r\n if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {\r\n serializationObject.reflectionProbes = [];\r\n\r\n for (index = 0; index < scene.reflectionProbes.length; index++) {\r\n const reflectionProbe = scene.reflectionProbes[index];\r\n serializationObject.reflectionProbes.push(reflectionProbe.serialize());\r\n }\r\n }\r\n\r\n // Materials\r\n serializationObject.materials = [];\r\n serializationObject.multiMaterials = [];\r\n let material: Material;\r\n for (index = 0; index < scene.materials.length; index++) {\r\n material = scene.materials[index];\r\n if (!material.doNotSerialize) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n }\r\n\r\n // MultiMaterials\r\n serializationObject.multiMaterials = [];\r\n for (index = 0; index < scene.multiMaterials.length; index++) {\r\n const multiMaterial = scene.multiMaterials[index];\r\n serializationObject.multiMaterials.push(multiMaterial.serialize());\r\n }\r\n\r\n // Environment texture\r\n if (scene.environmentTexture) {\r\n if ((scene.environmentTexture as CubeTexture)._files) {\r\n serializationObject.environmentTexture = scene.environmentTexture.serialize();\r\n } else {\r\n serializationObject.environmentTexture = scene.environmentTexture.name;\r\n serializationObject.environmentTextureRotationY = (scene.environmentTexture as CubeTexture).rotationY;\r\n }\r\n }\r\n\r\n // Environment Intensity\r\n serializationObject.environmentIntensity = scene.environmentIntensity;\r\n\r\n // IBL Intensity\r\n serializationObject.iblIntensity = scene.iblIntensity;\r\n\r\n // Skeletons\r\n serializationObject.skeletons = [];\r\n for (index = 0; index < scene.skeletons.length; index++) {\r\n const skeleton = scene.skeletons[index];\r\n if (!skeleton.doNotSerialize) {\r\n serializationObject.skeletons.push(skeleton.serialize());\r\n }\r\n }\r\n\r\n // Transform nodes\r\n serializationObject.transformNodes = [];\r\n for (index = 0; index < scene.transformNodes.length; index++) {\r\n if (!scene.transformNodes[index].doNotSerialize) {\r\n serializationObject.transformNodes.push(scene.transformNodes[index].serialize());\r\n }\r\n }\r\n\r\n // Geometries\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n\r\n SerializedGeometries = [];\r\n const geometries = scene.getGeometries();\r\n for (index = 0; index < geometries.length; index++) {\r\n const geometry = geometries[index];\r\n\r\n if (geometry.isReady()) {\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n }\r\n\r\n // Meshes\r\n serializationObject.meshes = [];\r\n for (index = 0; index < scene.meshes.length; index++) {\r\n const abstractMesh = scene.meshes[index];\r\n\r\n if (abstractMesh instanceof Mesh) {\r\n const mesh = abstractMesh;\r\n if (!mesh.doNotSerialize) {\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Particles Systems\r\n serializationObject.particleSystems = [];\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n const particleSystem = scene.particleSystems[index];\r\n if (!particleSystem.doNotSerialize) {\r\n serializationObject.particleSystems.push(particleSystem.serialize(false));\r\n }\r\n }\r\n\r\n // Post processes\r\n serializationObject.postProcesses = [];\r\n for (index = 0; index < scene.postProcesses.length; index++) {\r\n serializationObject.postProcesses.push(scene.postProcesses[index].serialize());\r\n }\r\n\r\n // Action Manager\r\n if (scene.actionManager) {\r\n serializationObject.actions = scene.actionManager.serialize(\"scene\");\r\n }\r\n\r\n // Components\r\n for (const component of scene._serializableComponents) {\r\n component.serialize(serializationObject);\r\n }\r\n\r\n // Sprites\r\n if (scene.spriteManagers) {\r\n serializationObject.spriteManagers = [];\r\n for (index = 0; index < scene.spriteManagers.length; index++) {\r\n serializationObject.spriteManagers.push(scene.spriteManagers[index].serialize(true));\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON promise compatible object\r\n */\r\n public static async SerializeAsync(scene: Scene): Promise<any> {\r\n const serializationObject = SceneSerializer._Serialize(scene, false);\r\n\r\n const promises: Array<Promise<any>> = [];\r\n\r\n this._CollectPromises(serializationObject, promises);\r\n\r\n await Promise.all(promises);\r\n return serializationObject;\r\n }\r\n\r\n private static _CollectPromises(obj: any, promises: Array<Promise<any>>): void {\r\n if (Array.isArray(obj)) {\r\n for (let i = 0; i < obj.length; ++i) {\r\n const o = obj[i];\r\n if (o instanceof Promise) {\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return, github/no-then\r\n promises.push(o.then((res: any) => (obj[i] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n } else if (obj instanceof Object) {\r\n for (const name in obj) {\r\n if (Object.prototype.hasOwnProperty.call(obj, name)) {\r\n const o = obj[name];\r\n if (o instanceof Promise) {\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return, github/no-then\r\n promises.push(o.then((res: any) => (obj[name] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serialize a mesh into a JSON compatible object\r\n * @param toSerialize defines the mesh to serialize\r\n * @param withParents defines if parents must be serialized as well\r\n * @param withChildren defines if children must be serialized as well\r\n * @returns a JSON compatible object\r\n */\r\n public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {\r\n const serializationObject: any = {};\r\n serializationObject.meshes = [];\r\n serializationObject.transformNodes = [];\r\n serializationObject.cameras = [];\r\n serializationObject.lights = [];\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n toSerialize = toSerialize instanceof Array ? toSerialize : [toSerialize];\r\n\r\n if (withParents || withChildren) {\r\n //deliberate for loop! not for each, appended should be processed as well.\r\n for (let i = 0; i < toSerialize.length; ++i) {\r\n if (withChildren) {\r\n const descendants = toSerialize[i].getDescendants();\r\n for (const node of descendants) {\r\n if (toSerialize.indexOf(node) < 0 && !node.doNotSerialize) {\r\n toSerialize.push(node);\r\n }\r\n }\r\n }\r\n //make sure the array doesn't contain the object already\r\n if (withParents && toSerialize[i].parent && toSerialize.indexOf(toSerialize[i].parent) < 0 && !toSerialize[i].parent.doNotSerialize) {\r\n toSerialize.push(toSerialize[i].parent);\r\n }\r\n }\r\n }\r\n\r\n for (const mesh of toSerialize) {\r\n FinalizeSingleNode(mesh, serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
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1
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+
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type { Geometry } from \"../Meshes/geometry\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { SerializationHelper } from \"./decorators.serialization\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport type { Node } from \"../node\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nlet SerializedGeometries: Geometry[] = [];\r\nconst SerializeGeometry = (geometry: Geometry, serializationGeometries: any): any => {\r\n if (geometry.doNotSerialize) {\r\n return;\r\n }\r\n\r\n serializationGeometries.vertexData.push(geometry.serializeVerticeData());\r\n\r\n (<any>SerializedGeometries)[geometry.id] = true;\r\n};\r\n\r\nconst SerializeMesh = (mesh: Mesh, serializationScene: any): any => {\r\n const serializationObject: any = {};\r\n\r\n // Geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!mesh.getScene().getGeometryById(geometry.id)) {\r\n // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry\r\n SerializeGeometry(geometry, serializationScene.geometries);\r\n }\r\n }\r\n\r\n // Custom\r\n if (mesh.serialize) {\r\n mesh.serialize(serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n};\r\n\r\nconst FinalizeSingleNode = (node: Node, serializationObject: any) => {\r\n if ((node as Mesh)._isMesh) {\r\n const mesh = node as Mesh;\r\n //only works if the mesh is already loaded\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n const serializeMaterial = (material: Material) => {\r\n serializationObject.materials = serializationObject.materials || [];\r\n if (mesh.material && !serializationObject.materials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n };\r\n\r\n //serialize material\r\n if (mesh.material && !mesh.material.doNotSerialize) {\r\n if (mesh.material instanceof MultiMaterial) {\r\n serializationObject.multiMaterials = serializationObject.multiMaterials || [];\r\n if (!serializationObject.multiMaterials.some((mat: Material) => mat.id === (<Material>mesh.material).id)) {\r\n serializationObject.multiMaterials.push(mesh.material.serialize());\r\n for (const submaterial of mesh.material.subMaterials) {\r\n if (submaterial) {\r\n serializeMaterial(submaterial);\r\n }\r\n }\r\n }\r\n } else {\r\n serializeMaterial(mesh.material);\r\n }\r\n } else if (!mesh.material) {\r\n serializeMaterial(mesh.getScene().defaultMaterial);\r\n }\r\n\r\n //serialize geometry\r\n const geometry = mesh._geometry;\r\n if (geometry) {\r\n if (!serializationObject.geometries) {\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n }\r\n\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n // Skeletons\r\n if (mesh.skeleton && !mesh.skeleton.doNotSerialize) {\r\n serializationObject.skeletons = serializationObject.skeletons || [];\r\n serializationObject.skeletons.push(mesh.skeleton.serialize());\r\n }\r\n\r\n //serialize the actual mesh\r\n serializationObject.meshes = serializationObject.meshes || [];\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n } else if (node.getClassName() === \"TransformNode\") {\r\n const transformNode = node as TransformNode;\r\n serializationObject.transformNodes.push(transformNode.serialize());\r\n } else if (node.getClassName().indexOf(\"Camera\") !== -1) {\r\n const camera = node as Camera;\r\n serializationObject.cameras.push(camera.serialize());\r\n } else if (node.getClassName().indexOf(\"Light\") !== -1) {\r\n const light = node as Light;\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n};\r\n\r\n/**\r\n * Class used to serialize a scene into a string\r\n */\r\nexport class SceneSerializer {\r\n /**\r\n * Clear cache used by a previous serialization\r\n */\r\n public static ClearCache(): void {\r\n SerializedGeometries = [];\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * Note that if the current engine does not support synchronous texture reading (like WebGPU), you should use SerializeAsync instead\r\n * as else you may not retrieve the proper base64 encoded texture data (when using the Texture.ForceSerializeBuffers flag)\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON compatible object\r\n */\r\n public static Serialize(scene: Scene): any {\r\n return SceneSerializer._Serialize(scene);\r\n }\r\n\r\n private static _Serialize(scene: Scene, checkSyncReadSupported = true): any {\r\n const serializationObject: any = {};\r\n\r\n if (checkSyncReadSupported && !scene.getEngine()._features.supportSyncTextureRead && Texture.ForceSerializeBuffers) {\r\n Logger.Warn(\"The serialization object may not contain the proper base64 encoded texture data! You should use the SerializeAsync method instead.\");\r\n }\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n // Scene\r\n serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;\r\n serializationObject.autoClear = scene.autoClear;\r\n serializationObject.clearColor = scene.clearColor.asArray();\r\n serializationObject.ambientColor = scene.ambientColor.asArray();\r\n serializationObject.gravity = scene.gravity.asArray();\r\n serializationObject.collisionsEnabled = scene.collisionsEnabled;\r\n serializationObject.useRightHandedSystem = scene.useRightHandedSystem;\r\n\r\n // Fog\r\n if (scene.fogMode !== undefined && scene.fogMode !== null) {\r\n serializationObject.fogMode = scene.fogMode;\r\n }\r\n if (scene.fogColor !== undefined && scene.fogColor !== null) {\r\n serializationObject.fogColor = scene.fogColor.asArray();\r\n }\r\n if (scene.fogStart !== undefined && scene.fogStart !== null) {\r\n serializationObject.fogStart = scene.fogStart;\r\n }\r\n if (scene.fogEnd !== undefined && scene.fogEnd !== null) {\r\n serializationObject.fogEnd = scene.fogEnd;\r\n }\r\n if (scene.fogDensity !== undefined && scene.fogDensity !== null) {\r\n serializationObject.fogDensity = scene.fogDensity;\r\n }\r\n\r\n //Physics\r\n if (scene.isPhysicsEnabled && scene.isPhysicsEnabled()) {\r\n const physicEngine = scene.getPhysicsEngine();\r\n\r\n if (physicEngine) {\r\n serializationObject.physicsEnabled = true;\r\n serializationObject.physicsGravity = physicEngine.gravity.asArray();\r\n serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();\r\n }\r\n }\r\n\r\n // Metadata\r\n if (scene.metadata) {\r\n serializationObject.metadata = scene.metadata;\r\n }\r\n\r\n // Morph targets\r\n serializationObject.morphTargetManagers = [];\r\n for (const abstractMesh of scene.meshes) {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n\r\n if (manager) {\r\n serializationObject.morphTargetManagers.push(manager.serialize());\r\n }\r\n }\r\n\r\n // Lights\r\n serializationObject.lights = [];\r\n let index: number;\r\n let light: Light;\r\n for (index = 0; index < scene.lights.length; index++) {\r\n light = scene.lights[index];\r\n\r\n if (!light.doNotSerialize) {\r\n serializationObject.lights.push(light.serialize());\r\n }\r\n }\r\n\r\n // Cameras\r\n serializationObject.cameras = [];\r\n for (index = 0; index < scene.cameras.length; index++) {\r\n const camera = scene.cameras[index];\r\n\r\n if (!camera.doNotSerialize) {\r\n serializationObject.cameras.push(camera.serialize());\r\n }\r\n }\r\n\r\n if (scene.activeCamera) {\r\n serializationObject.activeCameraID = scene.activeCamera.id;\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(scene, serializationObject);\r\n\r\n // Animation Groups\r\n if (scene.animationGroups && scene.animationGroups.length > 0) {\r\n serializationObject.animationGroups = [];\r\n for (let animationGroupIndex = 0; animationGroupIndex < scene.animationGroups.length; animationGroupIndex++) {\r\n const animationGroup = scene.animationGroups[animationGroupIndex];\r\n\r\n serializationObject.animationGroups.push(animationGroup.serialize());\r\n }\r\n }\r\n\r\n // Reflection probes\r\n if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {\r\n serializationObject.reflectionProbes = [];\r\n\r\n for (index = 0; index < scene.reflectionProbes.length; index++) {\r\n const reflectionProbe = scene.reflectionProbes[index];\r\n serializationObject.reflectionProbes.push(reflectionProbe.serialize());\r\n }\r\n }\r\n\r\n // Materials\r\n serializationObject.materials = [];\r\n serializationObject.multiMaterials = [];\r\n let material: Material;\r\n for (index = 0; index < scene.materials.length; index++) {\r\n material = scene.materials[index];\r\n if (!material.doNotSerialize) {\r\n serializationObject.materials.push(material.serialize());\r\n }\r\n }\r\n\r\n // MultiMaterials\r\n serializationObject.multiMaterials = [];\r\n for (index = 0; index < scene.multiMaterials.length; index++) {\r\n const multiMaterial = scene.multiMaterials[index];\r\n serializationObject.multiMaterials.push(multiMaterial.serialize());\r\n }\r\n\r\n // Environment texture\r\n if (scene.environmentTexture) {\r\n if ((scene.environmentTexture as CubeTexture)._files) {\r\n serializationObject.environmentTexture = scene.environmentTexture.serialize();\r\n } else {\r\n serializationObject.environmentTexture = scene.environmentTexture.name;\r\n serializationObject.environmentTextureRotationY = (scene.environmentTexture as CubeTexture).rotationY;\r\n }\r\n }\r\n\r\n // Environment Intensity\r\n serializationObject.environmentIntensity = scene.environmentIntensity;\r\n\r\n // IBL Intensity\r\n serializationObject.iblIntensity = scene.iblIntensity;\r\n\r\n // Skeletons\r\n serializationObject.skeletons = [];\r\n for (index = 0; index < scene.skeletons.length; index++) {\r\n const skeleton = scene.skeletons[index];\r\n if (!skeleton.doNotSerialize) {\r\n serializationObject.skeletons.push(skeleton.serialize());\r\n }\r\n }\r\n\r\n // Transform nodes\r\n serializationObject.transformNodes = [];\r\n for (index = 0; index < scene.transformNodes.length; index++) {\r\n if (!scene.transformNodes[index].doNotSerialize) {\r\n serializationObject.transformNodes.push(scene.transformNodes[index].serialize());\r\n }\r\n }\r\n\r\n // Geometries\r\n serializationObject.geometries = {};\r\n\r\n serializationObject.geometries.boxes = [];\r\n serializationObject.geometries.spheres = [];\r\n serializationObject.geometries.cylinders = [];\r\n serializationObject.geometries.toruses = [];\r\n serializationObject.geometries.grounds = [];\r\n serializationObject.geometries.planes = [];\r\n serializationObject.geometries.torusKnots = [];\r\n serializationObject.geometries.vertexData = [];\r\n\r\n SerializedGeometries = [];\r\n const geometries = scene.getGeometries();\r\n for (index = 0; index < geometries.length; index++) {\r\n const geometry = geometries[index];\r\n\r\n if (geometry.isReady()) {\r\n SerializeGeometry(geometry, serializationObject.geometries);\r\n }\r\n }\r\n\r\n // Meshes\r\n serializationObject.meshes = [];\r\n for (index = 0; index < scene.meshes.length; index++) {\r\n const abstractMesh = scene.meshes[index];\r\n\r\n if (abstractMesh instanceof Mesh) {\r\n const mesh = abstractMesh;\r\n if (!mesh.doNotSerialize) {\r\n if (mesh.delayLoadState === Constants.DELAYLOADSTATE_LOADED || mesh.delayLoadState === Constants.DELAYLOADSTATE_NONE) {\r\n serializationObject.meshes.push(SerializeMesh(mesh, serializationObject));\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Particles Systems\r\n serializationObject.particleSystems = [];\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n const particleSystem = scene.particleSystems[index];\r\n if (!particleSystem.doNotSerialize) {\r\n serializationObject.particleSystems.push(particleSystem.serialize(false));\r\n }\r\n }\r\n\r\n // Post processes\r\n serializationObject.postProcesses = [];\r\n for (index = 0; index < scene.postProcesses.length; index++) {\r\n serializationObject.postProcesses.push(scene.postProcesses[index].serialize());\r\n }\r\n\r\n // Action Manager\r\n if (scene.actionManager) {\r\n serializationObject.actions = scene.actionManager.serialize(\"scene\");\r\n }\r\n\r\n // Components\r\n for (const component of scene._serializableComponents) {\r\n component.serialize(serializationObject);\r\n }\r\n\r\n // Sprites\r\n if (scene.spriteManagers) {\r\n serializationObject.spriteManagers = [];\r\n for (index = 0; index < scene.spriteManagers.length; index++) {\r\n const spriteManager = scene.spriteManagers[index];\r\n if (!spriteManager.doNotSerialize) {\r\n serializationObject.spriteManagers.push(spriteManager.serialize(true));\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Serialize a scene into a JSON compatible object\r\n * @param scene defines the scene to serialize\r\n * @returns a JSON promise compatible object\r\n */\r\n public static async SerializeAsync(scene: Scene): Promise<any> {\r\n const serializationObject = SceneSerializer._Serialize(scene, false);\r\n\r\n const promises: Array<Promise<any>> = [];\r\n\r\n this._CollectPromises(serializationObject, promises);\r\n\r\n await Promise.all(promises);\r\n return serializationObject;\r\n }\r\n\r\n private static _CollectPromises(obj: any, promises: Array<Promise<any>>): void {\r\n if (Array.isArray(obj)) {\r\n for (let i = 0; i < obj.length; ++i) {\r\n const o = obj[i];\r\n if (o instanceof Promise) {\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return, github/no-then\r\n promises.push(o.then((res: any) => (obj[i] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n } else if (obj instanceof Object) {\r\n for (const name in obj) {\r\n if (Object.prototype.hasOwnProperty.call(obj, name)) {\r\n const o = obj[name];\r\n if (o instanceof Promise) {\r\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return, github/no-then\r\n promises.push(o.then((res: any) => (obj[name] = res)));\r\n } else if (o instanceof Object || Array.isArray(o)) {\r\n this._CollectPromises(o, promises);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Serialize a mesh into a JSON compatible object\r\n * @param toSerialize defines the mesh to serialize\r\n * @param withParents defines if parents must be serialized as well\r\n * @param withChildren defines if children must be serialized as well\r\n * @returns a JSON compatible object\r\n */\r\n public static SerializeMesh(toSerialize: any /* Mesh || Mesh[] */, withParents: boolean = false, withChildren: boolean = false): any {\r\n const serializationObject: any = {};\r\n serializationObject.meshes = [];\r\n serializationObject.transformNodes = [];\r\n serializationObject.cameras = [];\r\n serializationObject.lights = [];\r\n\r\n SceneSerializer.ClearCache();\r\n\r\n toSerialize = toSerialize instanceof Array ? toSerialize : [toSerialize];\r\n\r\n if (withParents || withChildren) {\r\n //deliberate for loop! not for each, appended should be processed as well.\r\n for (let i = 0; i < toSerialize.length; ++i) {\r\n if (withChildren) {\r\n const descendants = toSerialize[i].getDescendants();\r\n for (const node of descendants) {\r\n if (toSerialize.indexOf(node) < 0 && !node.doNotSerialize) {\r\n toSerialize.push(node);\r\n }\r\n }\r\n }\r\n //make sure the array doesn't contain the object already\r\n if (withParents && toSerialize[i].parent && toSerialize.indexOf(toSerialize[i].parent) < 0 && !toSerialize[i].parent.doNotSerialize) {\r\n toSerialize.push(toSerialize[i].parent);\r\n }\r\n }\r\n }\r\n\r\n for (const mesh of toSerialize) {\r\n FinalizeSingleNode(mesh, serializationObject);\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
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@@ -10,11 +10,7 @@ vec2 getDataUV(float index,vec2 textureSize) {float y=floor(index/textureSize.x)
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#if SH_DEGREE>0
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11
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ivec2 getDataUVint(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return ivec2(uint(x+0.5),uint(y+0.5));}
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#endif
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struct Splat {vec4 center;
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#ifndef GS_DISABLE_COLOR
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vec4 color;
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#endif
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vec4 covA;vec4 covB;
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struct Splat {vec4 center;vec4 color;vec4 covA;vec4 covB;
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@@ -25,11 +21,7 @@ uvec4 sh1;
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uvec4 sh2;
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#endif
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};Splat readSplat(float splatIndex)
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{Splat splat;vec2 splatUV=getDataUV(splatIndex,dataTextureSize);splat.center=texture2D(centersTexture,splatUV);
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#ifndef GS_DISABLE_COLOR
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splat.color=texture2D(colorsTexture,splatUV);
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#endif
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splat.covA=texture2D(covariancesATexture,splatUV)*splat.center.w;splat.covB=texture2D(covariancesBTexture,splatUV)*splat.center.w;
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{Splat splat;vec2 splatUV=getDataUV(splatIndex,dataTextureSize);splat.center=texture2D(centersTexture,splatUV);splat.color=texture2D(colorsTexture,splatUV);splat.covA=texture2D(covariancesATexture,splatUV)*splat.center.w;splat.covB=texture2D(covariancesBTexture,splatUV)*splat.center.w;
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#if SH_DEGREE>0
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ivec2 splatUVint=getDataUVint(splatIndex,dataTextureSize);splat.sh0=texelFetch(shTexture0,splatUVint,0);
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#endif
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@@ -1 +1 @@
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-
{"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG
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1
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+
{"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;kEA2GmD,CAAC;AACnE,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"gaussianSplatting\";\nconst shader = `#if !defined(WEBGL2) && !defined(WEBGPU) && !defined(NATIVE)\nmat3 transpose(mat3 matrix) {return mat3(matrix[0][0],matrix[1][0],matrix[2][0],\nmatrix[0][1],matrix[1][1],matrix[2][1],\nmatrix[0][2],matrix[1][2],matrix[2][2]);}\n#endif\nvec2 getDataUV(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return vec2((x+0.5)/textureSize.x,(y+0.5)/textureSize.y);}\n#if SH_DEGREE>0\nivec2 getDataUVint(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return ivec2(uint(x+0.5),uint(y+0.5));}\n#endif\nstruct Splat {vec4 center;vec4 color;vec4 covA;vec4 covB;\n#if SH_DEGREE>0\nuvec4 sh0; \n#endif\n#if SH_DEGREE>1\nuvec4 sh1;\n#endif\n#if SH_DEGREE>2\nuvec4 sh2;\n#endif\n};Splat readSplat(float splatIndex)\n{Splat splat;vec2 splatUV=getDataUV(splatIndex,dataTextureSize);splat.center=texture2D(centersTexture,splatUV);splat.color=texture2D(colorsTexture,splatUV);splat.covA=texture2D(covariancesATexture,splatUV)*splat.center.w;splat.covB=texture2D(covariancesBTexture,splatUV)*splat.center.w;\n#if SH_DEGREE>0\nivec2 splatUVint=getDataUVint(splatIndex,dataTextureSize);splat.sh0=texelFetch(shTexture0,splatUVint,0);\n#endif\n#if SH_DEGREE>1\nsplat.sh1=texelFetch(shTexture1,splatUVint,0);\n#endif\n#if SH_DEGREE>2\nsplat.sh2=texelFetch(shTexture2,splatUVint,0);\n#endif\nreturn splat;}\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nvec3 computeColorFromSHDegree(vec3 dir,const vec3 sh[16])\n{const float SH_C0=0.28209479;const float SH_C1=0.48860251;float SH_C2[5];SH_C2[0]=1.092548430;SH_C2[1]=-1.09254843;SH_C2[2]=0.315391565;SH_C2[3]=-1.09254843;SH_C2[4]=0.546274215;float SH_C3[7];SH_C3[0]=-0.59004358;SH_C3[1]=2.890611442;SH_C3[2]=-0.45704579;SH_C3[3]=0.373176332;SH_C3[4]=-0.45704579;SH_C3[5]=1.445305721;SH_C3[6]=-0.59004358;vec3 result=/*SH_C0**/sh[0];\n#if SH_DEGREE>0\nfloat x=dir.x;float y=dir.y;float z=dir.z;result+=- SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3];\n#if SH_DEGREE>1\nfloat xx=x*x,yy=y*y,zz=z*z;float xy=x*y,yz=y*z,xz=x*z;result+=\nSH_C2[0]*xy*sh[4] +\nSH_C2[1]*yz*sh[5] +\nSH_C2[2]*(2.0*zz-xx-yy)*sh[6] +\nSH_C2[3]*xz*sh[7] +\nSH_C2[4]*(xx-yy)*sh[8];\n#if SH_DEGREE>2\nresult+=\nSH_C3[0]*y*(3.0*xx-yy)*sh[9] +\nSH_C3[1]*xy*z*sh[10] +\nSH_C3[2]*y*(4.0*zz-xx-yy)*sh[11] +\nSH_C3[3]*z*(2.0*zz-3.0*xx-3.0*yy)*sh[12] +\nSH_C3[4]*x*(4.0*zz-xx-yy)*sh[13] +\nSH_C3[5]*z*(xx-yy)*sh[14] +\nSH_C3[6]*x*(xx-3.0*yy)*sh[15];\n#endif\n#endif\n#endif\nreturn result;}\nvec4 decompose(uint value)\n{vec4 components=vec4(\nfloat((value ) & 255u),\nfloat((value>>uint( 8)) & 255u),\nfloat((value>>uint(16)) & 255u),\nfloat((value>>uint(24)) & 255u));return components*vec4(2./255.)-vec4(1.);}\nvec3 computeSH(Splat splat,vec3 dir)\n{vec3 sh[16];sh[0]=vec3(0.,0.,0.);\n#if SH_DEGREE>0\nvec4 sh00=decompose(splat.sh0.x);vec4 sh01=decompose(splat.sh0.y);vec4 sh02=decompose(splat.sh0.z);sh[1]=vec3(sh00.x,sh00.y,sh00.z);sh[2]=vec3(sh00.w,sh01.x,sh01.y);sh[3]=vec3(sh01.z,sh01.w,sh02.x);\n#endif\n#if SH_DEGREE>1\nvec4 sh03=decompose(splat.sh0.w);vec4 sh04=decompose(splat.sh1.x);vec4 sh05=decompose(splat.sh1.y);sh[4]=vec3(sh02.y,sh02.z,sh02.w);sh[5]=vec3(sh03.x,sh03.y,sh03.z);sh[6]=vec3(sh03.w,sh04.x,sh04.y);sh[7]=vec3(sh04.z,sh04.w,sh05.x);sh[8]=vec3(sh05.y,sh05.z,sh05.w);\n#endif\n#if SH_DEGREE>2\nvec4 sh06=decompose(splat.sh1.z);vec4 sh07=decompose(splat.sh1.w);vec4 sh08=decompose(splat.sh2.x);vec4 sh09=decompose(splat.sh2.y);vec4 sh10=decompose(splat.sh2.z);vec4 sh11=decompose(splat.sh2.w);sh[9]=vec3(sh06.x,sh06.y,sh06.z);sh[10]=vec3(sh06.w,sh07.x,sh07.y);sh[11]=vec3(sh07.z,sh07.w,sh08.x);sh[12]=vec3(sh08.y,sh08.z,sh08.w);sh[13]=vec3(sh09.x,sh09.y,sh09.z);sh[14]=vec3(sh09.w,sh10.x,sh10.y);sh[15]=vec3(sh10.z,sh10.w,sh11.x); \n#endif\nreturn computeColorFromSHDegree(dir,sh);}\n#else\nvec3 computeSH(Splat splat,vec3 dir)\n{return vec3(0.,0.,0.);}\n#endif\nvec4 gaussianSplatting(vec2 meshPos,vec3 worldPos,vec2 scale,vec3 covA,vec3 covB,mat4 worldMatrix,mat4 viewMatrix,mat4 projectionMatrix)\n{mat4 modelView=viewMatrix*worldMatrix;vec4 camspace=viewMatrix*vec4(worldPos,1.);vec4 pos2d=projectionMatrix*camspace;float bounds=1.2*pos2d.w;if (pos2d.z<-pos2d.w || pos2d.x<-bounds || pos2d.x>bounds\n|| pos2d.y<-bounds || pos2d.y>bounds) {return vec4(0.0,0.0,2.0,1.0);}\nmat3 Vrk=mat3(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z\n);bool isOrtho=abs(projectionMatrix[3][3]-1.0)<0.001;mat3 J;if (isOrtho) {J=mat3(\nfocal.x,0.,0.,\n0.,focal.y,0.,\n0.,0.,0.\n);} else {J=mat3(\nfocal.x/camspace.z,0.,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.,0.,0.\n);}\nmat3 invy=mat3(1,0,0,0,-1,0,0,0,1);mat3 T=invy*transpose(mat3(modelView))*J;mat3 cov2d=transpose(T)*Vrk*T;\n#if COMPENSATION\nfloat c00=cov2d[0][0];float c11=cov2d[1][1];float c01=cov2d[0][1];float detOrig=c00*c11-c01*c01;\n#endif\ncov2d[0][0]+=kernelSize;cov2d[1][1]+=kernelSize;\n#if COMPENSATION\nvec3 c2d=vec3(cov2d[0][0],c01,cov2d[1][1]);float detBlur=c2d.x*c2d.z-c2d.y*c2d.y;float compensation=sqrt(max(0.,detOrig/detBlur));vColor.w*=compensation;\n#endif\nfloat mid=(cov2d[0][0]+cov2d[1][1])/2.0;float radius=length(vec2((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));float epsilon=0.0001;float lambda1=mid+radius+epsilon,lambda2=mid-radius+epsilon;if (lambda2<0.0)\n{return vec4(0.0,0.0,2.0,1.0);}\nvec2 diagonalVector=normalize(vec2(cov2d[0][1],lambda1-cov2d[0][0]));vec2 majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;vec2 minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2(diagonalVector.y,-diagonalVector.x);vec2 vCenter=vec2(pos2d);float scaleFactor=isOrtho ? 1.0 : pos2d.w;return vec4(\nvCenter \n+ ((meshPos.x*majorAxis\n+ meshPos.y*minorAxis)*invViewport*scaleFactor)*scale,pos2d.zw);}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplatting = { name, shader };\n"]}
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@@ -26,7 +26,7 @@ float anisotropyFromTexture=texture2D(specularRoughnessAnisotropySampler,vSpecul
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float baseDiffuseRoughnessFromTexture=texture2D(baseDiffuseRoughnessSampler,vBaseDiffuseRoughnessUV+uvOffset).r;
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vec4 opacityFromTexture=texture2D(
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vec4 decalFromTexture=texture2D(decalSampler,vDecalUV+uvOffset);
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{"version":3,"file":"openpbrBaseLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrBaseLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBaseLayerData\";\nconst shader = `vec3 base_color=vec3(0.8);float base_metalness=0.0;float base_diffuse_roughness=0.0;float specular_weight=1.0;float specular_roughness=0.3;vec3 specular_color=vec3(1.0);float specular_roughness_anisotropy=0.0;float specular_ior=1.5;float alpha=1.0;vec2 geometry_tangent=vec2(1.0,0.0);\n#ifdef BASE_WEIGHT\nvec4 baseWeightFromTexture=texture2D(baseWeightSampler,vBaseWeightUV+uvOffset);\n#endif\n#ifdef BASE_COLOR\nvec4 baseColorFromTexture=texture2D(baseColorSampler,vBaseColorUV+uvOffset);\n#endif\n#ifdef BASE_METALNESS\nvec4 metallicFromTexture=texture2D(baseMetalnessSampler,vBaseMetalnessUV+uvOffset);\n#endif\n#if defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS)\nfloat roughnessFromTexture=metallicFromTexture.g;\n#elif defined(SPECULAR_ROUGHNESS)\nfloat roughnessFromTexture=texture2D(specularRoughnessSampler,vSpecularRoughnessUV+uvOffset).r;\n#endif\n#ifdef GEOMETRY_TANGENT\nvec3 geometryTangentFromTexture=texture2D(geometryTangentSampler,vGeometryTangentUV+uvOffset).rgb;\n#endif\n#ifdef SPECULAR_ROUGHNESS_ANISOTROPY\nfloat anisotropyFromTexture=texture2D(specularRoughnessAnisotropySampler,vSpecularRoughnessAnisotropyUV+uvOffset).r*vSpecularRoughnessAnisotropyInfos.y;\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nfloat baseDiffuseRoughnessFromTexture=texture2D(baseDiffuseRoughnessSampler,vBaseDiffuseRoughnessUV+uvOffset).r;\n#endif\n#ifdef GEOMETRY_OPACITY\nvec4 opacityFromTexture=texture2D(
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{"version":3,"file":"openpbrBaseLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrBaseLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBaseLayerData\";\nconst shader = `vec3 base_color=vec3(0.8);float base_metalness=0.0;float base_diffuse_roughness=0.0;float specular_weight=1.0;float specular_roughness=0.3;vec3 specular_color=vec3(1.0);float specular_roughness_anisotropy=0.0;float specular_ior=1.5;float alpha=1.0;vec2 geometry_tangent=vec2(1.0,0.0);\n#ifdef BASE_WEIGHT\nvec4 baseWeightFromTexture=texture2D(baseWeightSampler,vBaseWeightUV+uvOffset);\n#endif\n#ifdef BASE_COLOR\nvec4 baseColorFromTexture=texture2D(baseColorSampler,vBaseColorUV+uvOffset);\n#endif\n#ifdef BASE_METALNESS\nvec4 metallicFromTexture=texture2D(baseMetalnessSampler,vBaseMetalnessUV+uvOffset);\n#endif\n#if defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS)\nfloat roughnessFromTexture=metallicFromTexture.g;\n#elif defined(SPECULAR_ROUGHNESS)\nfloat roughnessFromTexture=texture2D(specularRoughnessSampler,vSpecularRoughnessUV+uvOffset).r;\n#endif\n#ifdef GEOMETRY_TANGENT\nvec3 geometryTangentFromTexture=texture2D(geometryTangentSampler,vGeometryTangentUV+uvOffset).rgb;\n#endif\n#ifdef SPECULAR_ROUGHNESS_ANISOTROPY\nfloat anisotropyFromTexture=texture2D(specularRoughnessAnisotropySampler,vSpecularRoughnessAnisotropyUV+uvOffset).r*vSpecularRoughnessAnisotropyInfos.y;\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nfloat baseDiffuseRoughnessFromTexture=texture2D(baseDiffuseRoughnessSampler,vBaseDiffuseRoughnessUV+uvOffset).r;\n#endif\n#ifdef GEOMETRY_OPACITY\nvec4 opacityFromTexture=texture2D(geometryOpacitySampler,vGeometryOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalFromTexture=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\n#ifdef SPECULAR_COLOR\nvec4 specularColorFromTexture=texture2D(specularColorSampler,vSpecularColorUV+uvOffset);\n#endif\n#ifdef SPECULAR_WEIGHT\n#ifdef SPECULAR_WEIGHT_IN_ALPHA\nfloat specularWeightFromTexture=texture2D(specularWeightSampler,vSpecularWeightUV+uvOffset).a;\n#else\nfloat specularWeightFromTexture=texture2D(specularWeightSampler,vSpecularWeightUV+uvOffset).r;\n#endif\n#endif\n#if defined(ANISOTROPIC) || defined(FUZZ)\nvec3 noise=texture2D(blueNoiseSampler,gl_FragCoord.xy/256.0).xyz;\n#endif\nbase_color=vBaseColor.rgb;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbase_color*=vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nbase_color*=vec3(vBaseWeight);alpha=vBaseColor.a;base_metalness=vReflectanceInfo.x;base_diffuse_roughness=vBaseDiffuseRoughness;specular_roughness=vReflectanceInfo.y;specular_color=vSpecularColor.rgb;specular_weight=vReflectanceInfo.a;specular_ior=vReflectanceInfo.z;specular_roughness_anisotropy=vSpecularAnisotropy.b;geometry_tangent=vSpecularAnisotropy.rg;\n#ifdef BASE_COLOR\n#ifdef BASE_COLOR_GAMMA\nbase_color*=toLinearSpace(baseColorFromTexture.rgb);\n#else\nbase_color*=baseColorFromTexture.rgb;\n#endif\nbase_color*=vBaseColorInfos.y;\n#endif\n#ifdef BASE_WEIGHT\nbase_color*=baseWeightFromTexture.r;\n#endif\n#if defined(BASE_COLOR) && defined(ALPHA_FROM_BASE_COLOR_TEXTURE)\nalpha*=baseColorFromTexture.a;\n#elif defined(GEOMETRY_OPACITY)\nalpha*=opacityFromTexture.r;alpha*=vGeometryOpacityInfos.y;\n#endif\n#ifdef ALPHATEST\n#if DEBUGMODE != 88\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\n#ifdef BASE_METALNESS\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nbase_metalness*=metallicFromTexture.b;\n#else\nbase_metalness*=metallicFromTexture.r;\n#endif\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nbase_diffuse_roughness*=baseDiffuseRoughnessFromTexture*vBaseDiffuseRoughnessInfos.y;\n#endif\n#ifdef SPECULAR_COLOR\n#ifdef SPECULAR_COLOR_GAMMA\nspecular_color*=toLinearSpace(specularColorFromTexture.rgb);\n#else\nspecular_color*=specularColorFromTexture.rgb;\n#endif\n#endif\n#ifdef SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE\nspecular_weight*=specularColorFromTexture.a;\n#elif defined(SPECULAR_WEIGHT)\nspecular_weight*=specularWeightFromTexture;\n#endif\n#if defined(SPECULAR_ROUGHNESS) || (defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS))\nspecular_roughness*=roughnessFromTexture;\n#endif\n#ifdef GEOMETRY_TANGENT\n{vec2 tangentFromTexture=normalize(geometryTangentFromTexture.xy*2.0-1.0);float tangent_angle_texture=atan(tangentFromTexture.y,tangentFromTexture.x);float tangent_angle_uniform=atan(geometry_tangent.y,geometry_tangent.x);float tangent_angle=tangent_angle_texture+tangent_angle_uniform;geometry_tangent=vec2(cos(tangent_angle),sin(tangent_angle));}\n#endif\n#if defined(GEOMETRY_TANGENT) && \\\ndefined(SPECULAR_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)\nspecular_roughness_anisotropy*=geometryTangentFromTexture.b;\n#elif defined(SPECULAR_ROUGHNESS_ANISOTROPY)\nspecular_roughness_anisotropy*=anisotropyFromTexture;\n#endif\n#ifdef DETAIL\nfloat detailRoughness=mix(0.5,detailColor.b,vDetailInfos.w);float loLerp=mix(0.,specular_roughness,detailRoughness*2.);float hiLerp=mix(specular_roughness,1.,(detailRoughness-0.5)*2.);specular_roughness=mix(loLerp,hiLerp,step(detailRoughness,0.5));\n#endif\n#ifdef USE_GLTF_STYLE_ANISOTROPY\nfloat baseAlpha=specular_roughness*specular_roughness;float roughnessT=mix(baseAlpha,1.0,specular_roughness_anisotropy*specular_roughness_anisotropy);float roughnessB=baseAlpha;specular_roughness_anisotropy=1.0-roughnessB/max(roughnessT,0.00001);specular_roughness=sqrt(roughnessT/sqrt(2.0/(1.0+(1.0-specular_roughness_anisotropy)*(1.0-specular_roughness_anisotropy))));\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrBaseLayerData = { name, shader };\n"]}
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@@ -102,7 +102,7 @@ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1
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