@babylonjs/core 8.45.3 → 8.45.5
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/webAudio/components/webAudioParameterComponent.js +5 -1
- package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
- package/Cameras/touchCamera.js +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.loadFile.d.ts +11 -0
- package/Engines/AbstractEngine/abstractEngine.loadFile.js +12 -0
- package/Engines/AbstractEngine/abstractEngine.loadFile.js.map +1 -0
- package/Engines/AbstractEngine/abstractEngine.textureLoaders.d.ts +1 -0
- package/Engines/AbstractEngine/abstractEngine.textureLoaders.js +4 -0
- package/Engines/AbstractEngine/abstractEngine.textureLoaders.js.map +1 -0
- package/Engines/AbstractEngine/index.d.ts +2 -0
- package/Engines/AbstractEngine/index.js +2 -0
- package/Engines/AbstractEngine/index.js.map +1 -1
- package/Engines/Native/Extensions/index.d.ts +1 -0
- package/Engines/Native/Extensions/index.js +2 -0
- package/Engines/Native/Extensions/index.js.map +1 -0
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.d.ts +27 -0
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.js +96 -0
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.js.map +1 -0
- package/Engines/Native/nativeHelpers.js +7 -0
- package/Engines/Native/nativeHelpers.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +2 -0
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Native/nativePipelineContext.d.ts +2 -2
- package/Engines/Native/nativePipelineContext.js.map +1 -1
- package/Engines/Native/nativeRenderTargetWrapper.d.ts +3 -3
- package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
- package/Engines/Native/validatedNativeDataStream.js +2 -2
- package/Engines/Native/validatedNativeDataStream.js.map +1 -1
- package/Engines/abstractEngine.d.ts +9 -0
- package/Engines/abstractEngine.js +13 -4
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +2 -6
- package/Engines/engine.js +2 -13
- package/Engines/engine.js.map +1 -1
- package/Engines/index.d.ts +1 -0
- package/Engines/index.js +1 -0
- package/Engines/index.js.map +1 -1
- package/Engines/nativeEngine.d.ts +19 -536
- package/Engines/nativeEngine.js +27 -2127
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.d.ts +2 -0
- package/Engines/nullEngine.js +2 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinNativeEngine.d.ts +537 -0
- package/Engines/thinNativeEngine.js +2033 -0
- package/Engines/thinNativeEngine.js.map +1 -0
- package/Engines/webgpuEngine.d.ts +2 -0
- package/Engines/webgpuEngine.js +2 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.d.ts +0 -5
- package/FrameGraph/Node/nodeRenderGraph.js +0 -7
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +0 -6
- package/FrameGraph/frameGraph.js +0 -23
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphObjectList.d.ts +0 -1
- package/FrameGraph/frameGraphObjectList.js +0 -1
- package/FrameGraph/frameGraphObjectList.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +0 -1
- package/FrameGraph/frameGraphRenderContext.js +0 -1
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphRenderTarget.d.ts +0 -1
- package/FrameGraph/frameGraphRenderTarget.js +0 -1
- package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +0 -1
- package/FrameGraph/frameGraphTask.js +0 -1
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.d.ts +0 -1
- package/FrameGraph/frameGraphTextureManager.js +0 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +6 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +100 -41
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Misc/tools.d.ts +3 -1
- package/Misc/tools.js +76 -59
- package/Misc/tools.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateFlowMapBlock.d.ts +4 -14
- package/Particles/Node/Blocks/Update/updateFlowMapBlock.js +9 -27
- package/Particles/Node/Blocks/Update/updateFlowMapBlock.js.map +1 -1
- package/Particles/Node/Blocks/index.d.ts +2 -0
- package/Particles/Node/Blocks/index.js +2 -0
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/Blocks/particleClampBlock.d.ts +42 -0
- package/Particles/Node/Blocks/particleClampBlock.js +114 -0
- package/Particles/Node/Blocks/particleClampBlock.js.map +1 -0
- package/Particles/Node/Blocks/particleVectorMathBlock.d.ts +3 -7
- package/Particles/Node/Blocks/particleVectorMathBlock.js +15 -32
- package/Particles/Node/Blocks/particleVectorMathBlock.js.map +1 -1
- package/Particles/Node/Blocks/systemBlock.d.ts +4 -0
- package/Particles/Node/Blocks/systemBlock.js +9 -1
- package/Particles/Node/Blocks/systemBlock.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +62 -4
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/baseParticleSystem.d.ts +7 -0
- package/Particles/baseParticleSystem.js +7 -0
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +12 -0
- package/Particles/particleSystem.js +12 -0
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +10 -0
- package/Particles/thinParticleSystem.js +10 -1
- package/Particles/thinParticleSystem.js.map +1 -1
- package/XR/native/nativeXRFrame.js +1 -1
- package/XR/native/nativeXRFrame.js.map +1 -1
- package/package.json +1 -1
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type { Nullable } from \"../../types\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { NativeEngine } from \"../nativeEngine\";\r\nimport type { NativeProgram } from \"./nativeInterfaces\";\r\nimport type { AbstractEngine } from \"../abstractEngine\";\r\nimport type { NativeShaderProcessingContext } from \"./nativeShaderProcessingContext\";\r\n\r\nexport class NativePipelineContext implements IPipelineContext {\r\n public isCompiled: boolean = false;\r\n public compilationError?: Error;\r\n\r\n public readonly isAsync: boolean;\r\n\r\n public program: NativeProgram;\r\n\r\n public vertexBufferKindToType: { [kind: string]: number } = {};\r\n public shaderProcessingContext: Nullable<NativeShaderProcessingContext>;\r\n\r\n public get isReady(): boolean {\r\n if (this.compilationError) {\r\n const message = this.compilationError.message;\r\n throw new Error(\"SHADER ERROR\" + (typeof message === \"string\" ? \"\\n\" + message : \"\"));\r\n }\r\n return this.isCompiled;\r\n }\r\n\r\n public onCompiled?: () => void;\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return null;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return null;\r\n }\r\n\r\n private _engine: NativeEngine;\r\n private _valueCache: { [key: string]: any } = {};\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> };\r\n\r\n constructor(engine: NativeEngine, isAsync: boolean, shaderProcessingContext: Nullable<NativeShaderProcessingContext>) {\r\n this._engine = engine;\r\n this.isAsync = isAsync;\r\n this.shaderProcessingContext = shaderProcessingContext;\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this._engine;\r\n if (engine.supportsUniformBuffers) {\r\n for (const name in uniformBuffersNames) {\r\n effect.bindUniformBlock(name, uniformBuffersNames[name]);\r\n }\r\n }\r\n\r\n const effectAvailableUniforms = this._engine.getUniforms(this, uniformsNames);\r\n effectAvailableUniforms.forEach((uniform, index) => {\r\n uniforms[uniformsNames[index]] = uniform;\r\n });\r\n this._uniforms = uniforms;\r\n\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const sampler = effect.getUniform(samplerList[index]);\r\n if (sampler == null) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n\r\n samplerList.forEach((name, index) => {\r\n samplers[name] = index;\r\n });\r\n\r\n attributes.push(...engine.getAttributes(this, attributesNames));\r\n }\r\n\r\n public setEngine(engine: AbstractEngine): void {\r\n this._engine = engine as NativeEngine;\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._uniforms = {};\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean {\r\n const cache = this._valueCache[uniformName];\r\n const flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n\r\n this._valueCache[uniformName] = flag;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat2(uniformName: string, x: number, y: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y, z];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y, z, w];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n if (cache[3] !== w) {\r\n cache[3] = w;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setInt(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setInt2(this._uniforms[uniformName], x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setInt3(this._uniforms[uniformName], x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setInt4(this._uniforms[uniformName], x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setUInt(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setUInt(this._uniforms[uniformName], value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint2.\r\n * @param y Second unsigned int in uint2.\r\n */\r\n public setUInt2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setUInt2(this._uniforms[uniformName], x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint3.\r\n * @param y Second unsigned int in uint3.\r\n * @param z Third unsigned int in uint3.\r\n */\r\n public setUInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setUInt3(this._uniforms[uniformName], x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint4.\r\n * @param y Second unsigned int in uint4.\r\n * @param z Third unsigned int in uint4.\r\n * @param w Fourth unsigned int in uint4.\r\n */\r\n public setUInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setUInt4(this._uniforms[uniformName], x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray2(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray2(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray3(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray3(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray4(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray4(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an float array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray2(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray3(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray4(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!matrices) {\r\n return;\r\n }\r\n\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrices(this._uniforms[uniformName]!, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (this._cacheMatrix(uniformName, matrix)) {\r\n if (!this._engine.setMatrices(this._uniforms[uniformName]!, matrix.asArray())) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix3x3(this._uniforms[uniformName]!, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix2x2(this._uniforms[uniformName]!, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setFloat(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a boolean on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param bool value to be set.\r\n */\r\n public setBool(uniformName: string, bool: boolean): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === bool) {\r\n return;\r\n }\r\n\r\n if (this._engine.setInt(this._uniforms[uniformName]!, bool ? 1 : 0)) {\r\n this._valueCache[uniformName] = bool ? 1 : 0;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {\r\n if (!this._engine.setFloat2(this._uniforms[uniformName]!, vector2.x, vector2.y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setFloat2(this._uniforms[uniformName]!, x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, vector3.x, vector3.y, vector3.z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n if (this._cacheFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, color3.r, color3.g, color3.b)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, color3.r, color3.g, color3.b, alpha)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, color4.r, color4.g, color4.b, color4.a)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
|
1
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type { Nullable } from \"../../types\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { NativeProgram } from \"./nativeInterfaces\";\r\nimport type { AbstractEngine } from \"../abstractEngine\";\r\nimport type { NativeShaderProcessingContext } from \"./nativeShaderProcessingContext\";\r\nimport type { ThinNativeEngine } from \"../thinNativeEngine\";\r\n\r\nexport class NativePipelineContext implements IPipelineContext {\r\n public isCompiled: boolean = false;\r\n public compilationError?: Error;\r\n\r\n public readonly isAsync: boolean;\r\n\r\n public program: NativeProgram;\r\n\r\n public vertexBufferKindToType: { [kind: string]: number } = {};\r\n public shaderProcessingContext: Nullable<NativeShaderProcessingContext>;\r\n\r\n public get isReady(): boolean {\r\n if (this.compilationError) {\r\n const message = this.compilationError.message;\r\n throw new Error(\"SHADER ERROR\" + (typeof message === \"string\" ? \"\\n\" + message : \"\"));\r\n }\r\n return this.isCompiled;\r\n }\r\n\r\n public onCompiled?: () => void;\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return null;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return null;\r\n }\r\n\r\n private _engine: ThinNativeEngine;\r\n private _valueCache: { [key: string]: any } = {};\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> };\r\n\r\n constructor(engine: ThinNativeEngine, isAsync: boolean, shaderProcessingContext: Nullable<NativeShaderProcessingContext>) {\r\n this._engine = engine;\r\n this.isAsync = isAsync;\r\n this.shaderProcessingContext = shaderProcessingContext;\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this._engine;\r\n if (engine.supportsUniformBuffers) {\r\n for (const name in uniformBuffersNames) {\r\n effect.bindUniformBlock(name, uniformBuffersNames[name]);\r\n }\r\n }\r\n\r\n const effectAvailableUniforms = this._engine.getUniforms(this, uniformsNames);\r\n effectAvailableUniforms.forEach((uniform, index) => {\r\n uniforms[uniformsNames[index]] = uniform;\r\n });\r\n this._uniforms = uniforms;\r\n\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const sampler = effect.getUniform(samplerList[index]);\r\n if (sampler == null) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n\r\n samplerList.forEach((name, index) => {\r\n samplers[name] = index;\r\n });\r\n\r\n attributes.push(...engine.getAttributes(this, attributesNames));\r\n }\r\n\r\n public setEngine(engine: AbstractEngine): void {\r\n this._engine = engine as ThinNativeEngine;\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._uniforms = {};\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean {\r\n const cache = this._valueCache[uniformName];\r\n const flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n\r\n this._valueCache[uniformName] = flag;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat2(uniformName: string, x: number, y: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y, z];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y, z, w];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n if (cache[3] !== w) {\r\n cache[3] = w;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setInt(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setInt2(this._uniforms[uniformName], x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setInt3(this._uniforms[uniformName], x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setInt4(this._uniforms[uniformName], x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setUInt(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setUInt(this._uniforms[uniformName], value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint2.\r\n * @param y Second unsigned int in uint2.\r\n */\r\n public setUInt2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setUInt2(this._uniforms[uniformName], x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint3.\r\n * @param y Second unsigned int in uint3.\r\n * @param z Third unsigned int in uint3.\r\n */\r\n public setUInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setUInt3(this._uniforms[uniformName], x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint4.\r\n * @param y Second unsigned int in uint4.\r\n * @param z Third unsigned int in uint4.\r\n * @param w Fourth unsigned int in uint4.\r\n */\r\n public setUInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setUInt4(this._uniforms[uniformName], x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray2(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray2(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray3(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray3(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray4(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray4(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an float array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray2(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray3(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray4(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!matrices) {\r\n return;\r\n }\r\n\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrices(this._uniforms[uniformName]!, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (this._cacheMatrix(uniformName, matrix)) {\r\n if (!this._engine.setMatrices(this._uniforms[uniformName]!, matrix.asArray())) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix3x3(this._uniforms[uniformName]!, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix2x2(this._uniforms[uniformName]!, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setFloat(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a boolean on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param bool value to be set.\r\n */\r\n public setBool(uniformName: string, bool: boolean): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === bool) {\r\n return;\r\n }\r\n\r\n if (this._engine.setInt(this._uniforms[uniformName]!, bool ? 1 : 0)) {\r\n this._valueCache[uniformName] = bool ? 1 : 0;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {\r\n if (!this._engine.setFloat2(this._uniforms[uniformName]!, vector2.x, vector2.y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setFloat2(this._uniforms[uniformName]!, x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, vector3.x, vector3.y, vector3.z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n if (this._cacheFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, color3.r, color3.g, color3.b)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, color3.r, color3.g, color3.b, alpha)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, color4.r, color4.g, color4.b, color4.a)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
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@@ -1,16 +1,16 @@
|
|
|
1
1
|
import type { Nullable } from "../../types.js";
|
|
2
2
|
import type { TextureSize } from "../../Materials/Textures/textureCreationOptions.js";
|
|
3
3
|
import { RenderTargetWrapper } from "../renderTargetWrapper.js";
|
|
4
|
-
import type { NativeEngine } from "../nativeEngine.js";
|
|
5
4
|
import type { NativeFramebuffer } from "./nativeInterfaces.js";
|
|
5
|
+
import type { ThinNativeEngine } from "../thinNativeEngine.js";
|
|
6
6
|
export declare class NativeRenderTargetWrapper extends RenderTargetWrapper {
|
|
7
|
-
readonly _engine:
|
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7
|
+
readonly _engine: ThinNativeEngine;
|
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8
8
|
private __framebuffer;
|
|
9
9
|
private __framebufferDepthStencil;
|
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10
10
|
get _framebuffer(): Nullable<NativeFramebuffer>;
|
|
11
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|
set _framebuffer(framebuffer: Nullable<NativeFramebuffer>);
|
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12
12
|
get _framebufferDepthStencil(): Nullable<NativeFramebuffer>;
|
|
13
13
|
set _framebufferDepthStencil(framebufferDepthStencil: Nullable<NativeFramebuffer>);
|
|
14
|
-
constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine:
|
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14
|
+
constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinNativeEngine);
|
|
15
15
|
dispose(disposeOnlyFramebuffers?: boolean): void;
|
|
16
16
|
}
|
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@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"nativeRenderTargetWrapper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Native/nativeRenderTargetWrapper.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAI7D,MAAM,OAAO,yBAA0B,SAAQ,mBAAmB;IAQ9D,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED,IAAW,YAAY,CAAC,WAAwC;QAC5D,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,IAAI,CAAC,OAAO,CAAC,0BAA0B,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAChE,CAAC;QACD,IAAI,CAAC,aAAa,GAAG,WAAW,CAAC;IACrC,CAAC;IAED,IAAW,wBAAwB;QAC/B,OAAO,IAAI,CAAC,yBAAyB,CAAC;IAC1C,CAAC;IAED,IAAW,wBAAwB,CAAC,uBAAoD;QACpF,IAAI,IAAI,CAAC,yBAAyB,EAAE,CAAC;YACjC,IAAI,CAAC,OAAO,CAAC,0BAA0B,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC;QAC5E,CAAC;QACD,IAAI,CAAC,yBAAyB,GAAG,uBAAuB,CAAC;IAC7D,CAAC;IAED,YAAY,OAAgB,EAAE,MAAe,EAAE,IAAiB,EAAE,
|
|
1
|
+
{"version":3,"file":"nativeRenderTargetWrapper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Native/nativeRenderTargetWrapper.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAI7D,MAAM,OAAO,yBAA0B,SAAQ,mBAAmB;IAQ9D,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED,IAAW,YAAY,CAAC,WAAwC;QAC5D,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,IAAI,CAAC,OAAO,CAAC,0BAA0B,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAChE,CAAC;QACD,IAAI,CAAC,aAAa,GAAG,WAAW,CAAC;IACrC,CAAC;IAED,IAAW,wBAAwB;QAC/B,OAAO,IAAI,CAAC,yBAAyB,CAAC;IAC1C,CAAC;IAED,IAAW,wBAAwB,CAAC,uBAAoD;QACpF,IAAI,IAAI,CAAC,yBAAyB,EAAE,CAAC;YACjC,IAAI,CAAC,OAAO,CAAC,0BAA0B,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC;QAC5E,CAAC;QACD,IAAI,CAAC,yBAAyB,GAAG,uBAAuB,CAAC;IAC7D,CAAC;IAED,YAAY,OAAgB,EAAE,MAAe,EAAE,IAAiB,EAAE,MAAwB;QACtF,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;QA5BzC,gEAAgE;QACxD,kBAAa,GAAgC,IAAI,CAAC;QAC1D,gEAAgE;QACxD,8BAAyB,GAAgC,IAAI,CAAC;QA0BlE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAEe,OAAO,CAAC,uBAAuB,GAAG,KAAK;QACnD,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QACzB,IAAI,CAAC,wBAAwB,GAAG,IAAI,CAAC;QAErC,KAAK,CAAC,OAAO,CAAC,uBAAuB,CAAC,CAAC;IAC3C,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { NativeFramebuffer } from \"./nativeInterfaces\";\r\nimport type { ThinNativeEngine } from \"../thinNativeEngine\";\r\n\r\nexport class NativeRenderTargetWrapper extends RenderTargetWrapper {\r\n public override readonly _engine: ThinNativeEngine;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private __framebuffer: Nullable<NativeFramebuffer> = null;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private __framebufferDepthStencil: Nullable<NativeFramebuffer> = null;\r\n\r\n public get _framebuffer(): Nullable<NativeFramebuffer> {\r\n return this.__framebuffer;\r\n }\r\n\r\n public set _framebuffer(framebuffer: Nullable<NativeFramebuffer>) {\r\n if (this.__framebuffer) {\r\n this._engine._releaseFramebufferObjects(this.__framebuffer);\r\n }\r\n this.__framebuffer = framebuffer;\r\n }\r\n\r\n public get _framebufferDepthStencil(): Nullable<NativeFramebuffer> {\r\n return this.__framebufferDepthStencil;\r\n }\r\n\r\n public set _framebufferDepthStencil(framebufferDepthStencil: Nullable<NativeFramebuffer>) {\r\n if (this.__framebufferDepthStencil) {\r\n this._engine._releaseFramebufferObjects(this.__framebufferDepthStencil);\r\n }\r\n this.__framebufferDepthStencil = framebufferDepthStencil;\r\n }\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinNativeEngine) {\r\n super(isMulti, isCube, size, engine);\r\n this._engine = engine;\r\n }\r\n\r\n public override dispose(disposeOnlyFramebuffers = false): void {\r\n this._framebuffer = null;\r\n this._framebufferDepthStencil = null;\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}
|
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@@ -1,6 +1,6 @@
|
|
|
1
|
-
import {
|
|
1
|
+
import { ThinNativeEngine } from "../thinNativeEngine.js";
|
|
2
2
|
import { NativeDataStream } from "./nativeDataStream.js";
|
|
3
|
-
|
|
3
|
+
ThinNativeEngine._createNativeDataStream = function () {
|
|
4
4
|
if (_native.NativeDataStream.VALIDATION_ENABLED) {
|
|
5
5
|
return new ValidatedNativeDataStream();
|
|
6
6
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"validatedNativeDataStream.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Native/validatedNativeDataStream.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
|
|
1
|
+
{"version":3,"file":"validatedNativeDataStream.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Native/validatedNativeDataStream.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAEvD,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAMtD,gBAAgB,CAAC,uBAAuB,GAAG;IACvC,IAAI,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,CAAC;QAC9C,OAAO,IAAI,yBAAyB,EAAE,CAAC;IAC3C,CAAC;SAAM,CAAC;QACJ,OAAO,IAAI,gBAAgB,EAAE,CAAC;IAClC,CAAC;AACL,CAAC,CAAC;AAEF;;GAEG;AACH,MAAM,OAAO,yBAA0B,SAAQ,gBAAgB;IAC3D;QACI,KAAK,EAAE,CAAC;IACZ,CAAC;IAEe,WAAW,CAAC,KAAa;QACrC,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,CAAC,CAAC;QAC/D,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;IAC7B,CAAC;IAEe,UAAU,CAAC,KAAa;QACpC,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,iBAAiB,CAAC,CAAC;QAC9D,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;IAC5B,CAAC;IAEe,YAAY,CAAC,KAAa;QACtC,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,mBAAmB,CAAC,CAAC;QAChE,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC;IAC9B,CAAC;IAEe,gBAAgB,CAAC,MAAmB;QAChD,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC;QACrE,KAAK,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC;IACnC,CAAC;IAEe,eAAe,CAAC,MAAkB;QAC9C,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,uBAAuB,CAAC,CAAC;QACpE,KAAK,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;IAClC,CAAC;IAEe,iBAAiB,CAAC,MAAoB;QAClD,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,yBAAyB,CAAC,CAAC;QACtE,KAAK,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC;IACpC,CAAC;IAEe,eAAe,CAAC,MAAkB;QAC9C,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,sBAAsB,CAAC,CAAC;QACnE,KAAK,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;IAClC,CAAC;IAEe,YAAY,CAAC,KAAc;QACvC,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,CAAC,CAAC;QAC/D,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC;IAC9B,CAAC;CACJ","sourcesContent":["import { ThinNativeEngine } from \"../thinNativeEngine\";\r\nimport type { NativeData } from \"./nativeDataStream\";\r\nimport { NativeDataStream } from \"./nativeDataStream\";\r\nimport type { INative } from \"./nativeInterfaces\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare const _native: INative;\r\n\r\nThinNativeEngine._createNativeDataStream = function () {\r\n if (_native.NativeDataStream.VALIDATION_ENABLED) {\r\n return new ValidatedNativeDataStream();\r\n } else {\r\n return new NativeDataStream();\r\n }\r\n};\r\n\r\n/**\r\n * Validated Native Data Stream\r\n */\r\nexport class ValidatedNativeDataStream extends NativeDataStream {\r\n constructor() {\r\n super();\r\n }\r\n\r\n public override writeUint32(value: number): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_UINT_32);\r\n super.writeUint32(value);\r\n }\r\n\r\n public override writeInt32(value: number): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_INT_32);\r\n super.writeInt32(value);\r\n }\r\n\r\n public override writeFloat32(value: number): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_FLOAT_32);\r\n super.writeFloat32(value);\r\n }\r\n\r\n public override writeUint32Array(values: Uint32Array): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_UINT_32_ARRAY);\r\n super.writeUint32Array(values);\r\n }\r\n\r\n public override writeInt32Array(values: Int32Array): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_INT_32_ARRAY);\r\n super.writeInt32Array(values);\r\n }\r\n\r\n public override writeFloat32Array(values: Float32Array): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_FLOAT_32_ARRAY);\r\n super.writeFloat32Array(values);\r\n }\r\n\r\n public override writeNativeData(handle: NativeData) {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_NATIVE_DATA);\r\n super.writeNativeData(handle);\r\n }\r\n\r\n public override writeBoolean(value: boolean) {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_BOOLEAN);\r\n super.writeBoolean(value);\r\n }\r\n}\r\n"]}
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@@ -42,6 +42,7 @@ import { AlphaState } from "../States/alphaCullingState.js";
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42
42
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import { InternalTexture, InternalTextureSource } from "../Materials/Textures/internalTexture.js";
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43
43
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import { Observable } from "../Misc/observable.js";
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44
44
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import type { Material } from "../Materials/material.js";
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+
import type { IInternalTextureLoader } from "../Materials/Textures/Loaders/internalTextureLoader.js";
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45
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/**
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* Defines the interface used by objects working like Scene
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* @internal
|
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@@ -1404,4 +1405,12 @@ export declare abstract class AbstractEngine {
|
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1404
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* @returns frame number
|
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1405
1406
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*/
|
|
1406
1407
|
static QueueNewFrame: (func: () => void, requester?: any) => number;
|
|
1408
|
+
/**
|
|
1409
|
+
* @internal
|
|
1410
|
+
* Function used to get the correct texture loader for a specific extension.
|
|
1411
|
+
* @param extension defines the file extension of the file being loaded
|
|
1412
|
+
* @param mimeType defines the optional mime type of the file being loaded
|
|
1413
|
+
* @returns the IInternalTextureLoader or null if it wasn't found
|
|
1414
|
+
*/
|
|
1415
|
+
static GetCompatibleTextureLoader(_extension: string, _mimeType?: string): Nullable<Promise<IInternalTextureLoader>>;
|
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1407
1416
|
}
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@@ -13,7 +13,6 @@ import { IsDocumentAvailable, IsNavigatorAvailable, IsWindowObjectExist } from "
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14
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import { Observable } from "../Misc/observable.js";
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import { EngineFunctionContext, _LoadFile } from "./abstractEngine.functions.js";
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|
-
import { _GetCompatibleTextureLoader } from "../Materials/Textures/Loaders/textureLoaderManager.js";
|
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/**
|
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* Queue a new function into the requested animation frame pool (ie. this function will be executed by the browser (or the javascript engine) for the next frame)
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* @param func - the function to be called
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@@ -616,7 +615,7 @@ export class AbstractEngine {
|
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615
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if (queryStringIndex > -1) {
|
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616
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extension = extension.split("?")[0];
|
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617
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}
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|
619
|
-
const loaderPromise =
|
|
618
|
+
const loaderPromise = AbstractEngine.GetCompatibleTextureLoader(extension, mimeType);
|
|
620
619
|
if (scene) {
|
|
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620
|
scene.addPendingData(texture);
|
|
622
621
|
}
|
|
@@ -794,13 +793,13 @@ export class AbstractEngine {
|
|
|
794
793
|
*/
|
|
795
794
|
// Not mixed with Version for tooling purpose.
|
|
796
795
|
static get NpmPackage() {
|
|
797
|
-
return "babylonjs@8.45.
|
|
796
|
+
return "babylonjs@8.45.5";
|
|
798
797
|
}
|
|
799
798
|
/**
|
|
800
799
|
* Returns the current version of the framework
|
|
801
800
|
*/
|
|
802
801
|
static get Version() {
|
|
803
|
-
return "8.45.
|
|
802
|
+
return "8.45.5";
|
|
804
803
|
}
|
|
805
804
|
/**
|
|
806
805
|
* Gets the HTML canvas attached with the current webGL context
|
|
@@ -1540,6 +1539,16 @@ export class AbstractEngine {
|
|
|
1540
1539
|
}
|
|
1541
1540
|
}
|
|
1542
1541
|
}
|
|
1542
|
+
/**
|
|
1543
|
+
* @internal
|
|
1544
|
+
* Function used to get the correct texture loader for a specific extension.
|
|
1545
|
+
* @param extension defines the file extension of the file being loaded
|
|
1546
|
+
* @param mimeType defines the optional mime type of the file being loaded
|
|
1547
|
+
* @returns the IInternalTextureLoader or null if it wasn't found
|
|
1548
|
+
*/
|
|
1549
|
+
static GetCompatibleTextureLoader(_extension, _mimeType) {
|
|
1550
|
+
return null;
|
|
1551
|
+
}
|
|
1543
1552
|
}
|
|
1544
1553
|
// eslint-disable-next-line @typescript-eslint/naming-convention
|
|
1545
1554
|
/** @internal */
|