@babylonjs/core 8.40.0 → 8.41.0
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/Compute/computeEffect.js +5 -1
- package/Compute/computeEffect.js.map +1 -1
- package/Compute/computeShader.d.ts +4 -0
- package/Compute/computeShader.js +9 -3
- package/Compute/computeShader.js.map +1 -1
- package/Engines/Extensions/engine.computeShader.d.ts +2 -3
- package/Engines/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/ICanvas.d.ts +3 -3
- package/Engines/ICanvas.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +2 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +3 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +29 -14
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +12 -41
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +106 -184
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Passes/renderPass.js +5 -3
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +2 -0
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +6 -0
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +1 -0
- package/FrameGraph/Tasks/Layers/glowLayerTask.js +3 -0
- package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Layers/highlightLayerTask.d.ts +1 -0
- package/FrameGraph/Tasks/Layers/highlightLayerTask.js +3 -0
- package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +1 -0
- package/FrameGraph/Tasks/Misc/computeShaderTask.js +3 -0
- package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.d.ts +1 -0
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js +3 -0
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/executeTask.d.ts +1 -0
- package/FrameGraph/Tasks/Misc/executeTask.js +3 -0
- package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -0
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +8 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/anaglyphTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/blurTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/convolutionTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/convolutionTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/convolutionTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/filterTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/filterTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/filterTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/fxaaTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/fxaaTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/fxaaTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/grainTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/grainTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/grainTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/motionBlurTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +2 -0
- package/FrameGraph/Tasks/PostProcesses/passTask.js +6 -0
- package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/sharpenTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/sharpenTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/sharpenTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2Task.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2Task.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2Task.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/ssrTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssrTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/taaTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/tonemapTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/tonemapTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/tonemapTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +12 -6
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -0
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -0
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +18 -58
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +114 -121
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +12 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +65 -26
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +1 -0
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +3 -0
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +1 -0
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +3 -0
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -0
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +21 -8
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.d.ts +1 -0
- package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js +3 -0
- package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +1 -0
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js +21 -4
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/generateMipMapsTask.d.ts +1 -0
- package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +3 -0
- package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
- package/FrameGraph/frameGraphContext.js +2 -2
- package/FrameGraph/frameGraphContext.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +1 -0
- package/FrameGraph/frameGraphRenderContext.js +17 -8
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +5 -0
- package/FrameGraph/frameGraphTask.js +9 -0
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphUtils.d.ts +2 -2
- package/FrameGraph/frameGraphUtils.js +6 -6
- package/FrameGraph/frameGraphUtils.js.map +1 -1
- package/Lights/lightingVolume.d.ts +10 -1
- package/Lights/lightingVolume.js +201 -102
- package/Lights/lightingVolume.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/materialHelper.geometryrendering.d.ts +5 -1
- package/Materials/materialHelper.geometryrendering.js +11 -2
- package/Materials/materialHelper.geometryrendering.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +2 -1
- package/Meshes/geometry.js +6 -2
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -1
- package/Meshes/mesh.js +4 -3
- package/Meshes/mesh.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +6 -2
- package/Rendering/objectRenderer.js +69 -63
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +2 -2
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/volumetricLightingRenderVolume.fragment.js +2 -2
- package/Shaders/volumetricLightingRenderVolume.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/lightingVolume.compute.js +10 -4
- package/ShadersWGSL/lightingVolume.compute.js.map +1 -1
- package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js +2 -2
- package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js.map +1 -1
- package/States/alphaCullingState.d.ts +1 -0
- package/States/alphaCullingState.js +3 -0
- package/States/alphaCullingState.js.map +1 -1
- package/package.json +1 -1
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@@ -17,7 +17,7 @@ const shader = `#include<sceneUboDeclaration>
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#include<clipPlaneVertexDeclaration>
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#include<fogVertexDeclaration>
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#include<logDepthDeclaration>
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attribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform viewDirectionFactor: vec3f;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;
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attribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform viewDirectionFactor: vec3f;uniform alpha: f32;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;
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#if SH_DEGREE>0
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var shTexture0: texture_2d<u32>;
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#endif
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@@ -32,9 +32,9 @@ varying vColor: vec4f;varying vPosition: vec2f;
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@vertex
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fn main(input : VertexInputs)->FragmentInputs {let splatIndex: f32=getSplatIndex(i32(input.position.z+0.5),input.splatIndex0,input.splatIndex1,input.splatIndex2,input.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);let worldPos: vec4f=mesh.world*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position.xy;
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#if SH_DEGREE>0
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let worldRot: mat3x3f= mat3x3f(mesh.world[0].xyz,mesh.world[1].xyz,mesh.world[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var dir: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));dir*=uniforms.viewDirectionFactor;vertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,dir),splat.color.w);
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let worldRot: mat3x3f= mat3x3f(mesh.world[0].xyz,mesh.world[1].xyz,mesh.world[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var dir: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));dir*=uniforms.viewDirectionFactor;vertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,dir),splat.color.w*uniforms.alpha);
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#else
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vertexOutputs.vColor=splat.color;
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vertexOutputs.vColor=vec4f(splat.color.xyz,splat.color.w*uniforms.alpha);
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#endif
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vertexOutputs.position=gaussianSplatting(input.position.xy,worldPos.xyz,vec2f(1.0,1.0),covA,covB,mesh.world,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);
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#include<clipPlaneVertex>
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{"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#include<helperFunctions>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform viewDirectionFactor: vec3f;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;\n#if SH_DEGREE>0\nvar shTexture0: texture_2d<u32>;\n#endif\n#if SH_DEGREE>1\nvar shTexture1: texture_2d<u32>;\n#endif\n#if SH_DEGREE>2\nvar shTexture2: texture_2d<u32>;\n#endif\nvarying vColor: vec4f;varying vPosition: vec2f;\n#include<gaussianSplatting>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {let splatIndex: f32=getSplatIndex(i32(input.position.z+0.5),input.splatIndex0,input.splatIndex1,input.splatIndex2,input.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);let worldPos: vec4f=mesh.world*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position.xy;\n#if SH_DEGREE>0\nlet worldRot: mat3x3f= mat3x3f(mesh.world[0].xyz,mesh.world[1].xyz,mesh.world[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var dir: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));dir*=uniforms.viewDirectionFactor;vertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,dir),splat.color.w);\n#else\nvertexOutputs.vColor=splat.color;\n#endif\nvertexOutputs.position=gaussianSplatting(input.position.xy,worldPos.xyz,vec2f(1.0,1.0),covA,covB,mesh.world,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexShaderWGSL = { name, shader };\n"]}
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{"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#include<helperFunctions>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform viewDirectionFactor: vec3f;uniform alpha: f32;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;\n#if SH_DEGREE>0\nvar shTexture0: texture_2d<u32>;\n#endif\n#if SH_DEGREE>1\nvar shTexture1: texture_2d<u32>;\n#endif\n#if SH_DEGREE>2\nvar shTexture2: texture_2d<u32>;\n#endif\nvarying vColor: vec4f;varying vPosition: vec2f;\n#include<gaussianSplatting>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {let splatIndex: f32=getSplatIndex(i32(input.position.z+0.5),input.splatIndex0,input.splatIndex1,input.splatIndex2,input.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);let worldPos: vec4f=mesh.world*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position.xy;\n#if SH_DEGREE>0\nlet worldRot: mat3x3f= mat3x3f(mesh.world[0].xyz,mesh.world[1].xyz,mesh.world[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var dir: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));dir*=uniforms.viewDirectionFactor;vertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,dir),splat.color.w*uniforms.alpha);\n#else\nvertexOutputs.vColor=vec4f(splat.color.xyz,splat.color.w*uniforms.alpha);\n#endif\nvertexOutputs.position=gaussianSplatting(input.position.xy,worldPos.xyz,vec2f(1.0,1.0),covA,covB,mesh.world,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexShaderWGSL = { name, shader };\n"]}
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@@ -1,15 +1,18 @@
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1
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// Do not edit.
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2
2
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "lightingVolumeComputeShader";
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4
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-
const shader = `struct Params {invViewProjMatrix
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+
const shader = `struct Params {invViewProjMatrix: mat4x4f,
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invViewMatrix: mat4x4f,
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startVertexIndex: u32,
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step: f32,
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7
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tesselation: u32,
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8
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-
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tesselation: u32,
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orthoMin: vec3f,
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orthoMax: vec3f,};@group(0) @binding(0) var shadowMap : texture_2d<f32>;@group(0) @binding(1) var<uniform> params : Params;@group(0) @binding(2) var<storage,read_write> positions : array<f32>;@compute @workgroup_size(8,8,1)
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+
fn updateFarPlaneVertices(@builtin(global_invocation_id) global_id : vec3u) {let coord=global_id.xy;
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#ifdef KEEP_EDGES
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if (any(coord>=vec2u(params.tesselation)) || any(coord<=vec2u(0))) {
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#else
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-
if (any(coord
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+
if (any(coord>vec2u(params.tesselation))) {
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#endif
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return;}
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let stepY=floor(params.step*f32(coord.y));let depthCoord=vec2u(u32(floor(f32(coord.x)*params.step)),u32(stepY));var depth=textureLoad(shadowMap,depthCoord,0).r;
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@@ -17,6 +20,9 @@ let stepY=floor(params.step*f32(coord.y));let depthCoord=vec2u(u32(floor(f32(coo
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if (depth==1.0) {depth=0.0;}
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#endif
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let halfTesselation=f32(params.tesselation>>1);let ndc=vec4f((f32(coord.x)-halfTesselation)/halfTesselation,(f32(coord.y)-halfTesselation)/halfTesselation,depth,1.0);var worldCoords=params.invViewProjMatrix*ndc;let idx=params.startVertexIndex+(coord.y*(params.tesselation+1)+coord.x)*3;positions[idx]=worldCoords.x/worldCoords.w;positions[idx+1]=worldCoords.y/worldCoords.w;positions[idx+2]=worldCoords.z/worldCoords.w;}
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@compute @workgroup_size(32,1,1)
|
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+
fn updatePlaneVertices(@builtin(global_invocation_id) global_id : vec3u) {_=shadowMap;let uindex=global_id.x;let index=f32(uindex);if (uindex>params.tesselation) {return;}
|
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+
let step=(params.orthoMax.xy-params.orthoMin.xy)/vec2f(f32(params.tesselation));var vr=params.invViewMatrix*vec4f(params.orthoMax.x,params.orthoMin.y+step.y*index,params.orthoMin.z,1.0);vr=vr/vr.w;positions[uindex*3+0]=vr.x;positions[uindex*3+1]=vr.y;positions[uindex*3+2]=vr.z;var vl=params.invViewMatrix*vec4f(params.orthoMin.x,params.orthoMin.y+step.y*index,params.orthoMin.z,1.0);vl=vl/vl.w;positions[uindex*3+0+(params.tesselation+1)*3]=vl.x;positions[uindex*3+1+(params.tesselation+1)*3]=vl.y;positions[uindex*3+2+(params.tesselation+1)*3]=vl.z;var vb=params.invViewMatrix*vec4f(params.orthoMin.x+step.x*index,params.orthoMin.y,params.orthoMin.z,1.0);vb=vb/vb.w;positions[uindex*3+0+(params.tesselation+1)*6]=vb.x;positions[uindex*3+1+(params.tesselation+1)*6]=vb.y;positions[uindex*3+2+(params.tesselation+1)*6]=vb.z;var vt=params.invViewMatrix*vec4f(params.orthoMin.x+step.x*index,params.orthoMax.y,params.orthoMin.z,1.0);vt=vt/vt.w;positions[uindex*3+0+(params.tesselation+1)*9]=vt.x;positions[uindex*3+1+(params.tesselation+1)*9]=vt.y;positions[uindex*3+2+(params.tesselation+1)*9]=vt.z;}
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`;
|
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27
|
// Sideeffect
|
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|
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
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@@ -1 +1 @@
|
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|
1
|
-
{"version":3,"file":"lightingVolume.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/lightingVolume.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG
|
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1
|
+
{"version":3,"file":"lightingVolume.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/lightingVolume.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;CAsBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lightingVolumeComputeShader\";\nconst shader = `struct Params {invViewProjMatrix: mat4x4f,\ninvViewMatrix: mat4x4f,\nstartVertexIndex: u32,\nstep: f32,\ntesselation: u32,\northoMin: vec3f,\northoMax: vec3f,};@group(0) @binding(0) var shadowMap : texture_2d<f32>;@group(0) @binding(1) var<uniform> params : Params;@group(0) @binding(2) var<storage,read_write> positions : array<f32>;@compute @workgroup_size(8,8,1)\nfn updateFarPlaneVertices(@builtin(global_invocation_id) global_id : vec3u) {let coord=global_id.xy;\n#ifdef KEEP_EDGES\nif (any(coord>=vec2u(params.tesselation)) || any(coord<=vec2u(0))) {\n#else\nif (any(coord>vec2u(params.tesselation))) {\n#endif\nreturn;}\nlet stepY=floor(params.step*f32(coord.y));let depthCoord=vec2u(u32(floor(f32(coord.x)*params.step)),u32(stepY));var depth=textureLoad(shadowMap,depthCoord,0).r;\n#ifdef MOVE_FAR_DEPTH_TO_NEAR\nif (depth==1.0) {depth=0.0;}\n#endif\nlet halfTesselation=f32(params.tesselation>>1);let ndc=vec4f((f32(coord.x)-halfTesselation)/halfTesselation,(f32(coord.y)-halfTesselation)/halfTesselation,depth,1.0);var worldCoords=params.invViewProjMatrix*ndc;let idx=params.startVertexIndex+(coord.y*(params.tesselation+1)+coord.x)*3;positions[idx]=worldCoords.x/worldCoords.w;positions[idx+1]=worldCoords.y/worldCoords.w;positions[idx+2]=worldCoords.z/worldCoords.w;}\n@compute @workgroup_size(32,1,1)\nfn updatePlaneVertices(@builtin(global_invocation_id) global_id : vec3u) {_=shadowMap;let uindex=global_id.x;let index=f32(uindex);if (uindex>params.tesselation) {return;}\nlet step=(params.orthoMax.xy-params.orthoMin.xy)/vec2f(f32(params.tesselation));var vr=params.invViewMatrix*vec4f(params.orthoMax.x,params.orthoMin.y+step.y*index,params.orthoMin.z,1.0);vr=vr/vr.w;positions[uindex*3+0]=vr.x;positions[uindex*3+1]=vr.y;positions[uindex*3+2]=vr.z;var vl=params.invViewMatrix*vec4f(params.orthoMin.x,params.orthoMin.y+step.y*index,params.orthoMin.z,1.0);vl=vl/vl.w;positions[uindex*3+0+(params.tesselation+1)*3]=vl.x;positions[uindex*3+1+(params.tesselation+1)*3]=vl.y;positions[uindex*3+2+(params.tesselation+1)*3]=vl.z;var vb=params.invViewMatrix*vec4f(params.orthoMin.x+step.x*index,params.orthoMin.y,params.orthoMin.z,1.0);vb=vb/vb.w;positions[uindex*3+0+(params.tesselation+1)*6]=vb.x;positions[uindex*3+1+(params.tesselation+1)*6]=vb.y;positions[uindex*3+2+(params.tesselation+1)*6]=vb.z;var vt=params.invViewMatrix*vec4f(params.orthoMin.x+step.x*index,params.orthoMax.y,params.orthoMin.z,1.0);vt=vt/vt.w;positions[uindex*3+0+(params.tesselation+1)*9]=vt.x;positions[uindex*3+1+(params.tesselation+1)*9]=vt.y;positions[uindex*3+2+(params.tesselation+1)*9]=vt.z;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightingVolumeComputeShaderWGSL = { name, shader };\n"]}
|
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@@ -6,7 +6,7 @@ const name = "volumetricLightingRenderVolumePixelShader";
|
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6
6
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const shader = `#include<sceneUboDeclaration>
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7
7
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#include<meshUboDeclaration>
|
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8
8
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uniform invViewProjection: mat4x4<f32>;uniform lightDir: vec3f;
|
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9
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-
uniform outputTextureSize: vec2f;uniform extinctionPhaseG: vec4f;uniform lightPower: vec3f;var depthTexture: texture_2d<f32>;varying vWorldPos: vec4f;fn henyeyGreenstein(g: f32,cosTheta: f32)->f32 {let denom=1+g*g-2*g*cosTheta;return 1.0/(4.0*3.14159265)*(1.0-g*g)/(denom*sqrt(max(denom,0.0)));}
|
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9
|
+
uniform outputTextureSize: vec2f;uniform extinctionPhaseG: vec4f;uniform lightPower: vec3f;uniform textureRatio: vec2f;var depthTexture: texture_2d<f32>;varying vWorldPos: vec4f;fn henyeyGreenstein(g: f32,cosTheta: f32)->f32 {let denom=1+g*g-2*g*cosTheta;return 1.0/(4.0*3.14159265)*(1.0-g*g)/(denom*sqrt(max(denom,0.0)));}
|
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fn integrateDirectional(eyeDist: f32,viewDir: vec3f,lightDir: vec3f)->vec3f {let phaseG=uniforms.extinctionPhaseG.w;
|
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11
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|
#ifdef USE_EXTINCTION
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let extinction=uniforms.extinctionPhaseG.xyz;return henyeyGreenstein(phaseG,dot(viewDir,lightDir))*(vec3f(1.0)-exp(-extinction*eyeDist))/extinction;
|
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@@ -15,7 +15,7 @@ return vec3f(henyeyGreenstein(phaseG,dot(viewDir,lightDir)))*vec3f(eyeDist);
|
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|
15
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#endif
|
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16
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}
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@fragment
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-
fn main(input: FragmentInputs)->FragmentOutputs {
|
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+
fn main(input: FragmentInputs)->FragmentOutputs {let depth=textureLoad(depthTexture,vec2u(fragmentInputs.position.xy*uniforms.textureRatio),0).r;var worldPos=fragmentInputs.vWorldPos;if (fragmentInputs.position.z>depth) {let ndc=vec4f((fragmentInputs.position.xy/uniforms.outputTextureSize)*2.-1.,depth,1.0);worldPos=uniforms.invViewProjection*ndc;worldPos=worldPos/worldPos.w;}
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19
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var viewDir=worldPos.xyz-scene.vEyePosition.xyz;let eyeDist=length(viewDir);viewDir=viewDir/eyeDist;let fSign=select(-1.0,1.0,fragmentInputs.frontFacing);let integral=integrateDirectional(eyeDist,-viewDir,uniforms.lightDir);fragmentOutputs.color=vec4f(uniforms.lightPower*integral*fSign,1.0);}
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20
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`;
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21
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// Sideeffect
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"volumetricLightingRenderVolume.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/volumetricLightingRenderVolume.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAE7C,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6CAA6C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\n\nconst name = \"volumetricLightingRenderVolumePixelShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\nuniform invViewProjection: mat4x4<f32>;uniform lightDir: vec3f; \nuniform outputTextureSize: vec2f;uniform extinctionPhaseG: vec4f;uniform lightPower: vec3f;var depthTexture: texture_2d<f32>;varying vWorldPos: vec4f;fn henyeyGreenstein(g: f32,cosTheta: f32)->f32 {let denom=1+g*g-2*g*cosTheta;return 1.0/(4.0*3.14159265)*(1.0-g*g)/(denom*sqrt(max(denom,0.0)));}\nfn integrateDirectional(eyeDist: f32,viewDir: vec3f,lightDir: vec3f)->vec3f {let phaseG=uniforms.extinctionPhaseG.w;\n#ifdef USE_EXTINCTION\nlet extinction=uniforms.extinctionPhaseG.xyz;return henyeyGreenstein(phaseG,dot(viewDir,lightDir))*(vec3f(1.0)-exp(-extinction*eyeDist))/extinction;\n#else\nreturn vec3f(henyeyGreenstein(phaseG,dot(viewDir,lightDir)))*vec3f(eyeDist);\n#endif\n}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {
|
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1
|
+
{"version":3,"file":"volumetricLightingRenderVolume.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/volumetricLightingRenderVolume.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAE7C,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6CAA6C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\n\nconst name = \"volumetricLightingRenderVolumePixelShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\nuniform invViewProjection: mat4x4<f32>;uniform lightDir: vec3f; \nuniform outputTextureSize: vec2f;uniform extinctionPhaseG: vec4f;uniform lightPower: vec3f;uniform textureRatio: vec2f;var depthTexture: texture_2d<f32>;varying vWorldPos: vec4f;fn henyeyGreenstein(g: f32,cosTheta: f32)->f32 {let denom=1+g*g-2*g*cosTheta;return 1.0/(4.0*3.14159265)*(1.0-g*g)/(denom*sqrt(max(denom,0.0)));}\nfn integrateDirectional(eyeDist: f32,viewDir: vec3f,lightDir: vec3f)->vec3f {let phaseG=uniforms.extinctionPhaseG.w;\n#ifdef USE_EXTINCTION\nlet extinction=uniforms.extinctionPhaseG.xyz;return henyeyGreenstein(phaseG,dot(viewDir,lightDir))*(vec3f(1.0)-exp(-extinction*eyeDist))/extinction;\n#else\nreturn vec3f(henyeyGreenstein(phaseG,dot(viewDir,lightDir)))*vec3f(eyeDist);\n#endif\n}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let depth=textureLoad(depthTexture,vec2u(fragmentInputs.position.xy*uniforms.textureRatio),0).r;var worldPos=fragmentInputs.vWorldPos;if (fragmentInputs.position.z>depth) {let ndc=vec4f((fragmentInputs.position.xy/uniforms.outputTextureSize)*2.-1.,depth,1.0);worldPos=uniforms.invViewProjection*ndc;worldPos=worldPos/worldPos.w;}\nvar viewDir=worldPos.xyz-scene.vEyePosition.xyz;let eyeDist=length(viewDir);viewDir=viewDir/eyeDist;let fSign=select(-1.0,1.0,fragmentInputs.frontFacing);let integral=integrateDirectional(eyeDist,-viewDir,uniforms.lightDir);fragmentOutputs.color=vec4f(uniforms.lightPower*integral*fSign,1.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const volumetricLightingRenderVolumePixelShaderWGSL = { name, shader };\n"]}
|
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@@ -20,6 +20,7 @@ export declare class AlphaState {
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constructor(_supportBlendParametersPerTarget: boolean);
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get isDirty(): boolean;
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get alphaBlend(): boolean;
|
|
23
|
+
set alphaBlend(value: boolean);
|
|
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|
setAlphaBlend(value: boolean, targetIndex?: number): void;
|
|
24
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|
setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
|
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|
setAlphaBlendFunctionParameters(srcRGBFactor: number, dstRGBFactor: number, srcAlphaFactor: number, dstAlphaFactor: number, targetIndex?: number): void;
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@@ -1 +1 @@
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1
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-
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{ Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n **/\r\nexport class AlphaState {\r\n public _blendFunctionParameters = new Array<Nullable<number>>(4 * 8);\r\n public _blendEquationParameters = new Array<Nullable<number>>(2 * 8);\r\n public _blendConstants = new Array<Nullable<number>>(4);\r\n public _isBlendConstantsDirty = false;\r\n\r\n public _alphaBlend = Array(8).fill(false);\r\n public _numTargetEnabled = 0;\r\n\r\n private _isAlphaBlendDirty = false;\r\n private _isBlendFunctionParametersDirty = false;\r\n private _isBlendEquationParametersDirty = false;\r\n\r\n /**\r\n * Initializes the state.\r\n * @param _supportBlendParametersPerTarget - Whether blend parameters per target is supported\r\n */\r\n public constructor(private _supportBlendParametersPerTarget: boolean) {\r\n this.reset();\r\n }\r\n\r\n public get isDirty(): boolean {\r\n return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty || this._isBlendEquationParametersDirty;\r\n }\r\n\r\n public get alphaBlend(): boolean {\r\n return this._numTargetEnabled > 0;\r\n }\r\n\r\n public setAlphaBlend(value: boolean, targetIndex: number = 0): void {\r\n if (this._alphaBlend[targetIndex] === value) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._numTargetEnabled++;\r\n } else {\r\n this._numTargetEnabled--;\r\n }\r\n\r\n this._alphaBlend[targetIndex] = value;\r\n this._isAlphaBlendDirty = true;\r\n }\r\n\r\n public setAlphaBlendConstants(r: number, g: number, b: number, a: number): void {\r\n if (this._blendConstants[0] === r && this._blendConstants[1] === g && this._blendConstants[2] === b && this._blendConstants[3] === a) {\r\n return;\r\n }\r\n\r\n this._blendConstants[0] = r;\r\n this._blendConstants[1] = g;\r\n this._blendConstants[2] = b;\r\n this._blendConstants[3] = a;\r\n\r\n this._isBlendConstantsDirty = true;\r\n }\r\n\r\n public setAlphaBlendFunctionParameters(srcRGBFactor: number, dstRGBFactor: number, srcAlphaFactor: number, dstAlphaFactor: number, targetIndex: number = 0): void {\r\n const offset = targetIndex * 4;\r\n\r\n if (\r\n this._blendFunctionParameters[offset + 0] === srcRGBFactor &&\r\n this._blendFunctionParameters[offset + 1] === dstRGBFactor &&\r\n this._blendFunctionParameters[offset + 2] === srcAlphaFactor &&\r\n this._blendFunctionParameters[offset + 3] === dstAlphaFactor\r\n ) {\r\n return;\r\n }\r\n\r\n this._blendFunctionParameters[offset + 0] = srcRGBFactor;\r\n this._blendFunctionParameters[offset + 1] = dstRGBFactor;\r\n this._blendFunctionParameters[offset + 2] = srcAlphaFactor;\r\n this._blendFunctionParameters[offset + 3] = dstAlphaFactor;\r\n\r\n this._isBlendFunctionParametersDirty = true;\r\n }\r\n\r\n public setAlphaEquationParameters(rgbEquation: number, alphaEquation: number, targetIndex: number = 0): void {\r\n const offset = targetIndex * 2;\r\n\r\n if (this._blendEquationParameters[offset + 0] === rgbEquation && this._blendEquationParameters[offset + 1] === alphaEquation) {\r\n return;\r\n }\r\n\r\n this._blendEquationParameters[offset + 0] = rgbEquation;\r\n this._blendEquationParameters[offset + 1] = alphaEquation;\r\n\r\n this._isBlendEquationParametersDirty = true;\r\n }\r\n\r\n public reset() {\r\n this._alphaBlend.fill(false);\r\n this._numTargetEnabled = 0;\r\n this._blendFunctionParameters.fill(null);\r\n this._blendEquationParameters.fill(null);\r\n\r\n this._blendConstants[0] = null;\r\n this._blendConstants[1] = null;\r\n this._blendConstants[2] = null;\r\n this._blendConstants[3] = null;\r\n\r\n this._isAlphaBlendDirty = true;\r\n this._isBlendFunctionParametersDirty = false;\r\n this._isBlendEquationParametersDirty = false;\r\n this._isBlendConstantsDirty = false;\r\n }\r\n\r\n public apply(gl: WebGLRenderingContext, numTargets: number = 1): void {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Constants\r\n if (this._isBlendConstantsDirty) {\r\n gl.blendColor(<number>this._blendConstants[0], <number>this._blendConstants[1], <number>this._blendConstants[2], <number>this._blendConstants[3]);\r\n this._isBlendConstantsDirty = false;\r\n }\r\n\r\n if (numTargets === 1 || !this._supportBlendParametersPerTarget) {\r\n // Single target or no support for per-target parameters\r\n if (this._isAlphaBlendDirty) {\r\n if (this._alphaBlend[0]) {\r\n gl.enable(gl.BLEND);\r\n } else {\r\n gl.disable(gl.BLEND);\r\n }\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n if (this._isBlendFunctionParametersDirty) {\r\n gl.blendFuncSeparate(\r\n <number>this._blendFunctionParameters[0],\r\n <number>this._blendFunctionParameters[1],\r\n <number>this._blendFunctionParameters[2],\r\n <number>this._blendFunctionParameters[3]\r\n );\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n if (this._isBlendEquationParametersDirty) {\r\n gl.blendEquationSeparate(<number>this._blendEquationParameters[0], <number>this._blendEquationParameters[1]);\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n return;\r\n }\r\n\r\n // Multi-target\r\n const gl2 = gl as WebGL2RenderingContext;\r\n\r\n // Alpha blend\r\n if (this._isAlphaBlendDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const index = i < this._numTargetEnabled ? i : 0;\r\n if (this._alphaBlend[index]) {\r\n gl2.enableIndexed(gl.BLEND, i);\r\n } else {\r\n gl2.disableIndexed(gl.BLEND, i);\r\n }\r\n }\r\n\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n // Alpha function\r\n if (this._isBlendFunctionParametersDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const offset = i < this._numTargetEnabled ? i * 4 : 0;\r\n gl2.blendFuncSeparateIndexed(\r\n i,\r\n <number>this._blendFunctionParameters[offset + 0],\r\n <number>this._blendFunctionParameters[offset + 1],\r\n <number>this._blendFunctionParameters[offset + 2],\r\n <number>this._blendFunctionParameters[offset + 3]\r\n );\r\n }\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n // Alpha equation\r\n if (this._isBlendEquationParametersDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const offset = i < this._numTargetEnabled ? i * 2 : 0;\r\n gl2.blendEquationSeparateIndexed(i, <number>this._blendEquationParameters[offset + 0], <number>this._blendEquationParameters[offset + 1]);\r\n }\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n }\r\n\r\n public setAlphaMode(mode: number, targetIndex: number) {\r\n let equation = Constants.GL_ALPHA_EQUATION_ADD;\r\n\r\n switch (mode) {\r\n case Constants.ALPHA_DISABLE:\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED_PORTERDUFF:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_COMBINE:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE:\r\n this.setAlphaBlendFunctionParameters(1, 1, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ADD:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, 1, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_SUBTRACT:\r\n this.setAlphaBlendFunctionParameters(0, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_SUBTRACT;\r\n break;\r\n case Constants.ALPHA_MULTIPLY:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_DST_COLOR, 0, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_MAXIMIZED:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_INTERPOLATE:\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_CONSTANT_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_CONSTANT_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_SCREENMODE:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEONE:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ALPHATOCOLOR:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_DST_ALPHA, 1, 0, 0, targetIndex);\r\n break;\r\n case Constants.ALPHA_REVERSEONEMINUS:\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_SRC_DSTONEMINUSSRCALPHA:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEZERO:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 0, targetIndex);\r\n break;\r\n case Constants.ALPHA_EXCLUSION:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_LAYER_ACCUMULATE:\r\n // Same as ALPHA_COMBINE but accumulates (1 - alpha) values in the alpha channel for a later readout in order independant transparency\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_SRC_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n 1,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_MIN:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_MIN;\r\n break;\r\n case Constants.ALPHA_MAX:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_MAX;\r\n break;\r\n case Constants.ALPHA_DUAL_SRC0_ADD_SRC1xDST:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_SRC1_COLOR, 0, 1, targetIndex);\r\n break;\r\n }\r\n\r\n this.setAlphaEquationParameters(equation, equation, targetIndex);\r\n }\r\n}\r\n"]}
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1
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+
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{ Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n **/\r\nexport class AlphaState {\r\n public _blendFunctionParameters = new Array<Nullable<number>>(4 * 8);\r\n public _blendEquationParameters = new Array<Nullable<number>>(2 * 8);\r\n public _blendConstants = new Array<Nullable<number>>(4);\r\n public _isBlendConstantsDirty = false;\r\n\r\n public _alphaBlend = Array(8).fill(false);\r\n public _numTargetEnabled = 0;\r\n\r\n private _isAlphaBlendDirty = false;\r\n private _isBlendFunctionParametersDirty = false;\r\n private _isBlendEquationParametersDirty = false;\r\n\r\n /**\r\n * Initializes the state.\r\n * @param _supportBlendParametersPerTarget - Whether blend parameters per target is supported\r\n */\r\n public constructor(private _supportBlendParametersPerTarget: boolean) {\r\n this.reset();\r\n }\r\n\r\n public get isDirty(): boolean {\r\n return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty || this._isBlendEquationParametersDirty;\r\n }\r\n\r\n public get alphaBlend(): boolean {\r\n return this._numTargetEnabled > 0;\r\n }\r\n\r\n public set alphaBlend(value: boolean) {\r\n this.setAlphaBlend(value);\r\n }\r\n\r\n public setAlphaBlend(value: boolean, targetIndex: number = 0): void {\r\n if (this._alphaBlend[targetIndex] === value) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._numTargetEnabled++;\r\n } else {\r\n this._numTargetEnabled--;\r\n }\r\n\r\n this._alphaBlend[targetIndex] = value;\r\n this._isAlphaBlendDirty = true;\r\n }\r\n\r\n public setAlphaBlendConstants(r: number, g: number, b: number, a: number): void {\r\n if (this._blendConstants[0] === r && this._blendConstants[1] === g && this._blendConstants[2] === b && this._blendConstants[3] === a) {\r\n return;\r\n }\r\n\r\n this._blendConstants[0] = r;\r\n this._blendConstants[1] = g;\r\n this._blendConstants[2] = b;\r\n this._blendConstants[3] = a;\r\n\r\n this._isBlendConstantsDirty = true;\r\n }\r\n\r\n public setAlphaBlendFunctionParameters(srcRGBFactor: number, dstRGBFactor: number, srcAlphaFactor: number, dstAlphaFactor: number, targetIndex: number = 0): void {\r\n const offset = targetIndex * 4;\r\n\r\n if (\r\n this._blendFunctionParameters[offset + 0] === srcRGBFactor &&\r\n this._blendFunctionParameters[offset + 1] === dstRGBFactor &&\r\n this._blendFunctionParameters[offset + 2] === srcAlphaFactor &&\r\n this._blendFunctionParameters[offset + 3] === dstAlphaFactor\r\n ) {\r\n return;\r\n }\r\n\r\n this._blendFunctionParameters[offset + 0] = srcRGBFactor;\r\n this._blendFunctionParameters[offset + 1] = dstRGBFactor;\r\n this._blendFunctionParameters[offset + 2] = srcAlphaFactor;\r\n this._blendFunctionParameters[offset + 3] = dstAlphaFactor;\r\n\r\n this._isBlendFunctionParametersDirty = true;\r\n }\r\n\r\n public setAlphaEquationParameters(rgbEquation: number, alphaEquation: number, targetIndex: number = 0): void {\r\n const offset = targetIndex * 2;\r\n\r\n if (this._blendEquationParameters[offset + 0] === rgbEquation && this._blendEquationParameters[offset + 1] === alphaEquation) {\r\n return;\r\n }\r\n\r\n this._blendEquationParameters[offset + 0] = rgbEquation;\r\n this._blendEquationParameters[offset + 1] = alphaEquation;\r\n\r\n this._isBlendEquationParametersDirty = true;\r\n }\r\n\r\n public reset() {\r\n this._alphaBlend.fill(false);\r\n this._numTargetEnabled = 0;\r\n this._blendFunctionParameters.fill(null);\r\n this._blendEquationParameters.fill(null);\r\n\r\n this._blendConstants[0] = null;\r\n this._blendConstants[1] = null;\r\n this._blendConstants[2] = null;\r\n this._blendConstants[3] = null;\r\n\r\n this._isAlphaBlendDirty = true;\r\n this._isBlendFunctionParametersDirty = false;\r\n this._isBlendEquationParametersDirty = false;\r\n this._isBlendConstantsDirty = false;\r\n }\r\n\r\n public apply(gl: WebGLRenderingContext, numTargets: number = 1): void {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Constants\r\n if (this._isBlendConstantsDirty) {\r\n gl.blendColor(<number>this._blendConstants[0], <number>this._blendConstants[1], <number>this._blendConstants[2], <number>this._blendConstants[3]);\r\n this._isBlendConstantsDirty = false;\r\n }\r\n\r\n if (numTargets === 1 || !this._supportBlendParametersPerTarget) {\r\n // Single target or no support for per-target parameters\r\n if (this._isAlphaBlendDirty) {\r\n if (this._alphaBlend[0]) {\r\n gl.enable(gl.BLEND);\r\n } else {\r\n gl.disable(gl.BLEND);\r\n }\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n if (this._isBlendFunctionParametersDirty) {\r\n gl.blendFuncSeparate(\r\n <number>this._blendFunctionParameters[0],\r\n <number>this._blendFunctionParameters[1],\r\n <number>this._blendFunctionParameters[2],\r\n <number>this._blendFunctionParameters[3]\r\n );\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n if (this._isBlendEquationParametersDirty) {\r\n gl.blendEquationSeparate(<number>this._blendEquationParameters[0], <number>this._blendEquationParameters[1]);\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n return;\r\n }\r\n\r\n // Multi-target\r\n const gl2 = gl as WebGL2RenderingContext;\r\n\r\n // Alpha blend\r\n if (this._isAlphaBlendDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const index = i < this._numTargetEnabled ? i : 0;\r\n if (this._alphaBlend[index]) {\r\n gl2.enableIndexed(gl.BLEND, i);\r\n } else {\r\n gl2.disableIndexed(gl.BLEND, i);\r\n }\r\n }\r\n\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n // Alpha function\r\n if (this._isBlendFunctionParametersDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const offset = i < this._numTargetEnabled ? i * 4 : 0;\r\n gl2.blendFuncSeparateIndexed(\r\n i,\r\n <number>this._blendFunctionParameters[offset + 0],\r\n <number>this._blendFunctionParameters[offset + 1],\r\n <number>this._blendFunctionParameters[offset + 2],\r\n <number>this._blendFunctionParameters[offset + 3]\r\n );\r\n }\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n // Alpha equation\r\n if (this._isBlendEquationParametersDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const offset = i < this._numTargetEnabled ? i * 2 : 0;\r\n gl2.blendEquationSeparateIndexed(i, <number>this._blendEquationParameters[offset + 0], <number>this._blendEquationParameters[offset + 1]);\r\n }\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n }\r\n\r\n public setAlphaMode(mode: number, targetIndex: number) {\r\n let equation = Constants.GL_ALPHA_EQUATION_ADD;\r\n\r\n switch (mode) {\r\n case Constants.ALPHA_DISABLE:\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED_PORTERDUFF:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_COMBINE:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE:\r\n this.setAlphaBlendFunctionParameters(1, 1, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ADD:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, 1, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_SUBTRACT:\r\n this.setAlphaBlendFunctionParameters(0, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_SUBTRACT;\r\n break;\r\n case Constants.ALPHA_MULTIPLY:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_DST_COLOR, 0, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_MAXIMIZED:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_INTERPOLATE:\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_CONSTANT_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_CONSTANT_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_SCREENMODE:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEONE:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ALPHATOCOLOR:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_DST_ALPHA, 1, 0, 0, targetIndex);\r\n break;\r\n case Constants.ALPHA_REVERSEONEMINUS:\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_SRC_DSTONEMINUSSRCALPHA:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEZERO:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 0, targetIndex);\r\n break;\r\n case Constants.ALPHA_EXCLUSION:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_LAYER_ACCUMULATE:\r\n // Same as ALPHA_COMBINE but accumulates (1 - alpha) values in the alpha channel for a later readout in order independant transparency\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_SRC_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n 1,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_MIN:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_MIN;\r\n break;\r\n case Constants.ALPHA_MAX:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_MAX;\r\n break;\r\n case Constants.ALPHA_DUAL_SRC0_ADD_SRC1xDST:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_SRC1_COLOR, 0, 1, targetIndex);\r\n break;\r\n }\r\n\r\n this.setAlphaEquationParameters(equation, equation, targetIndex);\r\n }\r\n}\r\n"]}
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