@babylonjs/core 8.46.2 → 8.47.0

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Files changed (87) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/Engines/constants.d.ts +1 -1
  4. package/Engines/constants.js +1 -1
  5. package/Engines/constants.js.map +1 -1
  6. package/Lights/areaLight.d.ts +1 -1
  7. package/Lights/areaLight.js +1 -1
  8. package/Lights/areaLight.js.map +1 -1
  9. package/Lights/rectAreaLight.d.ts +20 -0
  10. package/Lights/rectAreaLight.js +45 -0
  11. package/Lights/rectAreaLight.js.map +1 -1
  12. package/Materials/Node/Blocks/Dual/lightBlock.js +1 -1
  13. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  14. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +6 -3
  15. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  16. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
  17. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  18. package/Materials/material.d.ts +1 -1
  19. package/Materials/material.js +1 -1
  20. package/Materials/material.js.map +1 -1
  21. package/Materials/materialHelper.functions.d.ts +2 -1
  22. package/Materials/materialHelper.functions.js +6 -2
  23. package/Materials/materialHelper.functions.js.map +1 -1
  24. package/Materials/materialPluginManager.js +2 -2
  25. package/Materials/materialPluginManager.js.map +1 -1
  26. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +1 -5
  27. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  28. package/Misc/areaLightsTextureTools.d.ts +52 -0
  29. package/Misc/areaLightsTextureTools.js +227 -0
  30. package/Misc/areaLightsTextureTools.js.map +1 -0
  31. package/Misc/decorators.serialization.js +6 -1
  32. package/Misc/decorators.serialization.js.map +1 -1
  33. package/Misc/index.d.ts +3 -0
  34. package/Misc/index.js +4 -0
  35. package/Misc/index.js.map +1 -1
  36. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +4 -0
  37. package/Particles/Node/Blocks/particleSourceTextureBlock.js +9 -3
  38. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  39. package/Particles/Node/nodeParticleSystemSet.d.ts +2 -0
  40. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  41. package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -0
  42. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  43. package/Physics/v2/Plugins/havokPlugin.d.ts +10 -0
  44. package/Physics/v2/Plugins/havokPlugin.js +13 -0
  45. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  46. package/Physics/v2/physicsBody.d.ts +10 -0
  47. package/Physics/v2/physicsBody.js +12 -0
  48. package/Physics/v2/physicsBody.js.map +1 -1
  49. package/Physics/v2/physicsEngineComponent.d.ts +5 -0
  50. package/Physics/v2/physicsEngineComponent.js +13 -0
  51. package/Physics/v2/physicsEngineComponent.js.map +1 -1
  52. package/Rendering/utilityLayerRenderer.d.ts +6 -0
  53. package/Rendering/utilityLayerRenderer.js +14 -5
  54. package/Rendering/utilityLayerRenderer.js.map +1 -1
  55. package/Shaders/ShadersInclude/lightFragment.js +13 -0
  56. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  57. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -0
  58. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  59. package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -0
  60. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  61. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +6 -0
  62. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  63. package/Shaders/ShadersInclude/ltcHelperFunctions.js +17 -1
  64. package/Shaders/ShadersInclude/ltcHelperFunctions.js.map +1 -1
  65. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +6 -0
  66. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  67. package/Shaders/areaLightTextureProcessing.fragment.d.ts +5 -0
  68. package/Shaders/areaLightTextureProcessing.fragment.js +13 -0
  69. package/Shaders/areaLightTextureProcessing.fragment.js.map +1 -0
  70. package/ShadersWGSL/ShadersInclude/lightFragment.js +14 -0
  71. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  72. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +3 -0
  73. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
  74. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +6 -0
  75. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  76. package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.js +19 -1
  77. package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.js.map +1 -1
  78. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +5 -0
  79. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  80. package/ShadersWGSL/areaLightTextureProcessing.fragment.d.ts +5 -0
  81. package/ShadersWGSL/areaLightTextureProcessing.fragment.js +12 -0
  82. package/ShadersWGSL/areaLightTextureProcessing.fragment.js.map +1 -0
  83. package/ShadersWGSL/iblVoxelGrid.vertex.js +2 -2
  84. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  85. package/States/alphaCullingState.js +0 -1
  86. package/States/alphaCullingState.js.map +1 -1
  87. package/package.json +1 -1
@@ -1 +1 @@
1
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type { _IProcessingOptions, ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"./material\";\r\nimport type {\r\n MaterialPluginPrepareEffect,\r\n MaterialPluginBindForSubMesh,\r\n MaterialPluginDisposed,\r\n MaterialPluginGetActiveTextures,\r\n MaterialPluginGetAnimatables,\r\n MaterialPluginGetDefineNames,\r\n MaterialPluginHasTexture,\r\n MaterialPluginIsReadyForSubMesh,\r\n MaterialPluginPrepareDefines,\r\n MaterialPluginPrepareUniformBuffer,\r\n MaterialPluginHardBindForSubMesh,\r\n MaterialPluginHasRenderTargetTextures,\r\n MaterialPluginFillRenderTargetTextures,\r\n} from \"./materialPluginEvent\";\r\nimport { MaterialPluginEvent } from \"./materialPluginEvent\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { MaterialPluginBase } from \"./materialPluginBase\";\r\nimport { ProcessIncludes } from \"../Engines/Processors/shaderProcessor\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\n\r\ndeclare module \"./material\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Material {\r\n /**\r\n * Plugin manager for this material\r\n */\r\n pluginManager?: MaterialPluginManager;\r\n }\r\n}\r\n\r\nconst RxOption = new RegExp(\"^([gimus]+)!\");\r\n\r\n/**\r\n * Class that manages the plugins of a material\r\n * @since 5.0\r\n */\r\nexport class MaterialPluginManager {\r\n /** Map a plugin class name to a #define name (used in the vertex/fragment shaders as a marker of the plugin usage) */\r\n private static _MaterialPluginClassToMainDefine: { [name: string]: string } = {};\r\n private static _MaterialPluginCounter: number = 0;\r\n\r\n protected _material: Material;\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n /** @internal */\r\n public _plugins: MaterialPluginBase[] = [];\r\n protected _activePlugins: MaterialPluginBase[] = [];\r\n protected _activePluginsForExtraEvents: MaterialPluginBase[] = [];\r\n protected _codeInjectionPoints: { [shaderType: string]: { [codeName: string]: boolean } };\r\n protected _defineNamesFromPlugins?: { [name: string]: { type: string; default: any } };\r\n protected _uboDeclaration: string;\r\n protected _vertexDeclaration: string;\r\n protected _fragmentDeclaration: string;\r\n protected _uniformList: string[];\r\n protected _samplerList: string[];\r\n protected _uboList: string[];\r\n\r\n static {\r\n EngineStore.OnEnginesDisposedObservable.add(() => {\r\n UnregisterAllMaterialPlugins();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a new instance of the plugin manager\r\n * @param material material that this manager will manage the plugins for\r\n */\r\n constructor(material: Material) {\r\n this._material = material;\r\n this._scene = material.getScene();\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _addPlugin(plugin: MaterialPluginBase): boolean {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === plugin.name) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._material._uniformBufferLayoutBuilt) {\r\n this._material.resetDrawCache();\r\n this._material._createUniformBuffer();\r\n }\r\n\r\n if (!plugin.isCompatible(this._material.shaderLanguage)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `The plugin \"${plugin.name}\" can't be added to the material \"${this._material.name}\" because the plugin is not compatible with the shader language of the material.`;\r\n }\r\n\r\n const pluginClassName = plugin.getClassName();\r\n if (!MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]) {\r\n MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName] = \"MATERIALPLUGIN_\" + ++MaterialPluginManager._MaterialPluginCounter;\r\n }\r\n\r\n this._material._callbackPluginEventGeneric = (id, info) => this._handlePluginEvent(id, info);\r\n\r\n this._plugins.push(plugin);\r\n this._plugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._codeInjectionPoints = {};\r\n\r\n const defineNamesFromPlugins: { [name: string]: { type: string; default: any } } = {};\r\n defineNamesFromPlugins[MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]] = {\r\n type: \"boolean\",\r\n default: true,\r\n };\r\n\r\n for (const plugin of this._plugins) {\r\n plugin.collectDefines(defineNamesFromPlugins);\r\n this._collectPointNames(\"vertex\", plugin.getCustomCode(\"vertex\", this._material.shaderLanguage));\r\n this._collectPointNames(\"fragment\", plugin.getCustomCode(\"fragment\", this._material.shaderLanguage));\r\n }\r\n\r\n this._defineNamesFromPlugins = defineNamesFromPlugins;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _activatePlugin(plugin: MaterialPluginBase): void {\r\n if (this._activePlugins.indexOf(plugin) === -1) {\r\n this._activePlugins.push(plugin);\r\n this._activePlugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._material._callbackPluginEventIsReadyForSubMesh = this._handlePluginEventIsReadyForSubMesh.bind(this);\r\n this._material._callbackPluginEventPrepareDefinesBeforeAttributes = this._handlePluginEventPrepareDefinesBeforeAttributes.bind(this);\r\n this._material._callbackPluginEventPrepareDefines = this._handlePluginEventPrepareDefines.bind(this);\r\n this._material._callbackPluginEventBindForSubMesh = this._handlePluginEventBindForSubMesh.bind(this);\r\n\r\n if (plugin.registerForExtraEvents) {\r\n this._activePluginsForExtraEvents.push(plugin);\r\n this._activePluginsForExtraEvents.sort((a, b) => a.priority - b.priority);\r\n this._material._callbackPluginEventHasRenderTargetTextures = this._handlePluginEventHasRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventFillRenderTargetTextures = this._handlePluginEventFillRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventHardBindForSubMesh = this._handlePluginEventHardBindForSubMesh.bind(this);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a plugin from the list of plugins managed by this manager\r\n * @param name name of the plugin\r\n * @returns the plugin if found, else null\r\n */\r\n public getPlugin<T = MaterialPluginBase>(name: string): Nullable<T> {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === name) {\r\n return this._plugins[i] as T;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n protected _handlePluginEventIsReadyForSubMesh(eventData: MaterialPluginIsReadyForSubMesh): void {\r\n let isReady = true;\r\n for (const plugin of this._activePlugins) {\r\n isReady = isReady && plugin.isReadyForSubMesh(eventData.defines, this._scene, this._engine, eventData.subMesh);\r\n }\r\n eventData.isReadyForSubMesh = isReady;\r\n }\r\n\r\n protected _handlePluginEventPrepareDefinesBeforeAttributes(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefinesBeforeAttributes(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventPrepareDefines(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefines(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHardBindForSubMesh(eventData: MaterialPluginHardBindForSubMesh): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.hardBindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventBindForSubMesh(eventData: MaterialPluginBindForSubMesh): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.bindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHasRenderTargetTextures(eventData: MaterialPluginHasRenderTargetTextures): void {\r\n let hasRenderTargetTextures = false;\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n hasRenderTargetTextures = plugin.hasRenderTargetTextures();\r\n if (hasRenderTargetTextures) {\r\n break;\r\n }\r\n }\r\n eventData.hasRenderTargetTextures = hasRenderTargetTextures;\r\n }\r\n\r\n protected _handlePluginEventFillRenderTargetTextures(eventData: MaterialPluginFillRenderTargetTextures): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.fillRenderTargetTextures(eventData.renderTargets);\r\n }\r\n }\r\n\r\n protected _handlePluginEvent(\r\n id: number,\r\n info:\r\n | MaterialPluginGetActiveTextures\r\n | MaterialPluginGetAnimatables\r\n | MaterialPluginHasTexture\r\n | MaterialPluginDisposed\r\n | MaterialPluginGetDefineNames\r\n | MaterialPluginPrepareEffect\r\n | MaterialPluginPrepareUniformBuffer\r\n ): void {\r\n switch (id) {\r\n case MaterialPluginEvent.GetActiveTextures: {\r\n const eventData = info as MaterialPluginGetActiveTextures;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getActiveTextures(eventData.activeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetAnimatables: {\r\n const eventData = info as MaterialPluginGetAnimatables;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getAnimatables(eventData.animatables);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.HasTexture: {\r\n const eventData = info as MaterialPluginHasTexture;\r\n let hasTexture = false;\r\n for (const plugin of this._activePlugins) {\r\n hasTexture = plugin.hasTexture(eventData.texture);\r\n if (hasTexture) {\r\n break;\r\n }\r\n }\r\n eventData.hasTexture = hasTexture;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.Disposed: {\r\n const eventData = info as MaterialPluginDisposed;\r\n for (const plugin of this._plugins) {\r\n plugin.dispose(eventData.forceDisposeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetDefineNames: {\r\n const eventData = info as MaterialPluginGetDefineNames;\r\n eventData.defineNames = this._defineNamesFromPlugins;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareEffect: {\r\n const eventData = info as MaterialPluginPrepareEffect;\r\n for (const plugin of this._activePlugins) {\r\n eventData.fallbackRank = plugin.addFallbacks(eventData.defines, eventData.fallbacks, eventData.fallbackRank);\r\n plugin.getAttributes(eventData.attributes, this._scene, eventData.mesh);\r\n }\r\n if (this._uniformList.length > 0) {\r\n eventData.uniforms.push(...this._uniformList);\r\n }\r\n if (this._samplerList.length > 0) {\r\n eventData.samplers.push(...this._samplerList);\r\n }\r\n if (this._uboList.length > 0) {\r\n eventData.uniformBuffersNames.push(...this._uboList);\r\n }\r\n eventData.customCode = this._injectCustomCode(eventData, eventData.customCode);\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareUniformBuffer: {\r\n const eventData = info as MaterialPluginPrepareUniformBuffer;\r\n this._uboDeclaration = \"\";\r\n this._vertexDeclaration = \"\";\r\n this._fragmentDeclaration = \"\";\r\n this._uniformList = [];\r\n this._samplerList = [];\r\n this._uboList = [];\r\n const isWebGPU = this._material.shaderLanguage === ShaderLanguage.WGSL;\r\n for (const plugin of this._plugins) {\r\n const uniforms = plugin.getUniforms(this._material.shaderLanguage);\r\n if (uniforms) {\r\n if (uniforms.ubo) {\r\n for (const uniform of uniforms.ubo) {\r\n if (uniform.size && uniform.type) {\r\n const arraySize = uniform.arraySize ?? 0;\r\n eventData.ubo.addUniform(uniform.name, uniform.size, arraySize);\r\n if (isWebGPU) {\r\n let type: string;\r\n switch (uniform.type) {\r\n case \"mat4\":\r\n type = \"mat4x4f\";\r\n break;\r\n case \"float\":\r\n type = \"f32\";\r\n break;\r\n default:\r\n type = `${uniform.type}f`;\r\n break;\r\n }\r\n\r\n if (arraySize > 0) {\r\n this._uboDeclaration += `uniform ${uniform.name}: array<${type}, ${arraySize}>;\\n`;\r\n } else {\r\n this._uboDeclaration += `uniform ${uniform.name}: ${type};\\n`;\r\n }\r\n } else {\r\n this._uboDeclaration += `${uniform.type} ${uniform.name}${arraySize > 0 ? `[${arraySize}]` : \"\"};\\n`;\r\n }\r\n }\r\n this._uniformList.push(uniform.name);\r\n }\r\n }\r\n if (uniforms.vertex) {\r\n this._vertexDeclaration += uniforms.vertex + \"\\n\";\r\n }\r\n if (uniforms.fragment) {\r\n this._fragmentDeclaration += uniforms.fragment + \"\\n\";\r\n }\r\n\r\n // These are uniforms which are used by the shader but not updated by the plugin directly.\r\n // They still need to be present in the _uniformList so the Effect can determine their locations.\r\n if (uniforms.externalUniforms) {\r\n this._uniformList.push(...uniforms.externalUniforms);\r\n }\r\n }\r\n plugin.getSamplers(this._samplerList);\r\n plugin.getUniformBuffersNames(this._uboList);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n protected _collectPointNames(shaderType: string, customCode: Nullable<{ [pointName: string]: string }> | undefined): void {\r\n if (!customCode) {\r\n return;\r\n }\r\n for (const pointName in customCode) {\r\n if (!this._codeInjectionPoints[shaderType]) {\r\n this._codeInjectionPoints[shaderType] = {};\r\n }\r\n this._codeInjectionPoints[shaderType][pointName] = true;\r\n }\r\n }\r\n\r\n protected _injectCustomCode(eventData: MaterialPluginPrepareEffect, existingCallback?: (shaderType: string, code: string) => string): ShaderCustomProcessingFunction {\r\n return (shaderType: string, code: string) => {\r\n if (existingCallback) {\r\n code = existingCallback(shaderType, code);\r\n }\r\n if (this._uboDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_UBO_DECLARATION\", this._uboDeclaration);\r\n }\r\n if (this._vertexDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_VERTEX_DECLARATION\", this._vertexDeclaration);\r\n }\r\n if (this._fragmentDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_FRAGMENT_DECLARATION\", this._fragmentDeclaration);\r\n }\r\n const points = this._codeInjectionPoints?.[shaderType];\r\n if (!points) {\r\n return code;\r\n }\r\n let processorOptions: Nullable<_IProcessingOptions> = null;\r\n for (let pointName in points) {\r\n let injectedCode = \"\";\r\n for (const plugin of this._activePlugins) {\r\n let customCode = plugin.getCustomCode(shaderType, this._material.shaderLanguage)?.[pointName];\r\n if (!customCode) {\r\n continue;\r\n }\r\n if (plugin.resolveIncludes) {\r\n if (processorOptions === null) {\r\n const shaderLanguage = ShaderLanguage.GLSL;\r\n processorOptions = {\r\n defines: [], // not used by _ProcessIncludes\r\n indexParameters: eventData.indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: undefined as any, // not used by _ProcessIncludes\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: ShaderStore.GetShadersRepository(shaderLanguage),\r\n includesShadersStore: ShaderStore.GetIncludesShadersStore(shaderLanguage),\r\n version: undefined as any, // not used by _ProcessIncludes\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: undefined as any, // not used by _ProcessIncludes\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: undefined as any, // not used by _ProcessIncludes\r\n };\r\n }\r\n processorOptions.isFragment = shaderType === \"fragment\";\r\n ProcessIncludes(customCode, processorOptions, (code) => (customCode = code));\r\n }\r\n injectedCode += customCode + \"\\n\";\r\n }\r\n if (injectedCode.length > 0) {\r\n if (pointName.charAt(0) === \"!\") {\r\n // pointName is a regular expression\r\n pointName = pointName.substring(1);\r\n\r\n let regexFlags = \"g\";\r\n if (pointName.charAt(0) === \"!\") {\r\n // no flags\r\n regexFlags = \"\";\r\n pointName = pointName.substring(1);\r\n } else {\r\n // get the flag(s)\r\n const matchOption = RxOption.exec(pointName);\r\n if (matchOption && matchOption.length >= 2) {\r\n regexFlags = matchOption[1];\r\n pointName = pointName.substring(regexFlags.length + 1);\r\n }\r\n }\r\n\r\n if (regexFlags.indexOf(\"g\") < 0) {\r\n // we force the \"g\" flag so that the regexp object is stateful!\r\n regexFlags += \"g\";\r\n }\r\n\r\n const sourceCode = code;\r\n const rx = new RegExp(pointName, regexFlags);\r\n let match = rx.exec(sourceCode);\r\n while (match !== null) {\r\n let newCode = injectedCode;\r\n for (let i = 0; i < match.length; ++i) {\r\n newCode = newCode.replace(\"$\" + i, match[i]);\r\n }\r\n code = code.replace(match[0], newCode);\r\n match = rx.exec(sourceCode);\r\n }\r\n } else {\r\n const fullPointName = \"#define \" + pointName;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n }\r\n return code;\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Type for plugin material factories.\r\n */\r\nexport type PluginMaterialFactory = (material: Material) => Nullable<MaterialPluginBase>;\r\n\r\nconst Plugins: Array<[string, PluginMaterialFactory]> = [];\r\nlet Inited = false;\r\nlet MaterialObserver: Nullable<Observer<Material>> = null;\r\n\r\n/**\r\n * Registers a new material plugin through a factory, or updates it. This makes the plugin available to all materials instantiated after its registration.\r\n * @param pluginName The plugin name\r\n * @param factory The factory function which allows to create the plugin\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function RegisterMaterialPlugin(pluginName: string, factory: PluginMaterialFactory): void {\r\n if (!Inited) {\r\n MaterialObserver = Material.OnEventObservable.add((material: Material) => {\r\n for (const [, factory] of Plugins) {\r\n factory(material);\r\n }\r\n }, MaterialPluginEvent.Created);\r\n Inited = true;\r\n }\r\n const existing = Plugins.filter(([name, _factory]) => name === pluginName);\r\n if (existing.length > 0) {\r\n existing[0][1] = factory;\r\n } else {\r\n Plugins.push([pluginName, factory]);\r\n }\r\n}\r\n\r\n/**\r\n * Removes a material plugin from the list of global plugins.\r\n * @param pluginName The plugin name\r\n * @returns true if the plugin has been removed, else false\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterMaterialPlugin(pluginName: string): boolean {\r\n for (let i = 0; i < Plugins.length; ++i) {\r\n if (Plugins[i][0] === pluginName) {\r\n Plugins.splice(i, 1);\r\n if (Plugins.length === 0) {\r\n UnregisterAllMaterialPlugins();\r\n }\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n * Clear the list of global material plugins\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterAllMaterialPlugins(): void {\r\n Plugins.length = 0;\r\n Inited = false;\r\n Material.OnEventObservable.remove(MaterialObserver);\r\n MaterialObserver = null;\r\n}\r\n"]}
1
+ 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type { _IProcessingOptions, ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"./material\";\r\nimport type {\r\n MaterialPluginPrepareEffect,\r\n MaterialPluginBindForSubMesh,\r\n MaterialPluginDisposed,\r\n MaterialPluginGetActiveTextures,\r\n MaterialPluginGetAnimatables,\r\n MaterialPluginGetDefineNames,\r\n MaterialPluginHasTexture,\r\n MaterialPluginIsReadyForSubMesh,\r\n MaterialPluginPrepareDefines,\r\n MaterialPluginPrepareUniformBuffer,\r\n MaterialPluginHardBindForSubMesh,\r\n MaterialPluginHasRenderTargetTextures,\r\n MaterialPluginFillRenderTargetTextures,\r\n} from \"./materialPluginEvent\";\r\nimport { MaterialPluginEvent } from \"./materialPluginEvent\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { MaterialPluginBase } from \"./materialPluginBase\";\r\nimport { ProcessIncludes } from \"../Engines/Processors/shaderProcessor\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\n\r\ndeclare module \"./material\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Material {\r\n /**\r\n * Plugin manager for this material\r\n */\r\n pluginManager?: MaterialPluginManager;\r\n }\r\n}\r\n\r\nconst RxOption = new RegExp(\"^([gimus]+)!\");\r\n\r\n/**\r\n * Class that manages the plugins of a material\r\n * @since 5.0\r\n */\r\nexport class MaterialPluginManager {\r\n /** Map a plugin class name to a #define name (used in the vertex/fragment shaders as a marker of the plugin usage) */\r\n private static _MaterialPluginClassToMainDefine: { [name: string]: string } = {};\r\n private static _MaterialPluginCounter: number = 0;\r\n\r\n protected _material: Material;\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n /** @internal */\r\n public _plugins: MaterialPluginBase[] = [];\r\n protected _activePlugins: MaterialPluginBase[] = [];\r\n protected _activePluginsForExtraEvents: MaterialPluginBase[] = [];\r\n protected _codeInjectionPoints: { [shaderType: string]: { [codeName: string]: boolean } };\r\n protected _defineNamesFromPlugins?: { [name: string]: { type: string; default: any } };\r\n protected _uboDeclaration: string;\r\n protected _vertexDeclaration: string;\r\n protected _fragmentDeclaration: string;\r\n protected _uniformList: string[];\r\n protected _samplerList: string[];\r\n protected _uboList: string[];\r\n\r\n static {\r\n EngineStore.OnEnginesDisposedObservable.add(() => {\r\n UnregisterAllMaterialPlugins();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a new instance of the plugin manager\r\n * @param material material that this manager will manage the plugins for\r\n */\r\n constructor(material: Material) {\r\n this._material = material;\r\n this._scene = material.getScene();\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _addPlugin(plugin: MaterialPluginBase): boolean {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === plugin.name) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._material._uniformBufferLayoutBuilt) {\r\n this._material.resetDrawCache();\r\n this._material._createUniformBuffer();\r\n }\r\n\r\n if (!plugin.isCompatible(this._material.shaderLanguage)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `The plugin \"${plugin.name}\" can't be added to the material \"${this._material.name}\" because the plugin is not compatible with the shader language of the material.`;\r\n }\r\n\r\n const pluginClassName = plugin.getClassName();\r\n if (!MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]) {\r\n MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName] = \"MATERIALPLUGIN_\" + ++MaterialPluginManager._MaterialPluginCounter;\r\n }\r\n\r\n this._material._callbackPluginEventGeneric = (id, info) => this._handlePluginEvent(id, info);\r\n\r\n this._plugins.push(plugin);\r\n this._plugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._codeInjectionPoints = {};\r\n\r\n const defineNamesFromPlugins: { [name: string]: { type: string; default: any } } = {};\r\n defineNamesFromPlugins[MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]] = {\r\n type: \"boolean\",\r\n default: true,\r\n };\r\n\r\n for (const plugin of this._plugins) {\r\n plugin.collectDefines(defineNamesFromPlugins);\r\n this._collectPointNames(\"vertex\", plugin.getCustomCode(\"vertex\", this._material.shaderLanguage));\r\n this._collectPointNames(\"fragment\", plugin.getCustomCode(\"fragment\", this._material.shaderLanguage));\r\n }\r\n\r\n this._defineNamesFromPlugins = defineNamesFromPlugins;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _activatePlugin(plugin: MaterialPluginBase): void {\r\n if (this._activePlugins.indexOf(plugin) === -1) {\r\n this._activePlugins.push(plugin);\r\n this._activePlugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._material._callbackPluginEventIsReadyForSubMesh = this._handlePluginEventIsReadyForSubMesh.bind(this);\r\n this._material._callbackPluginEventPrepareDefinesBeforeAttributes = this._handlePluginEventPrepareDefinesBeforeAttributes.bind(this);\r\n this._material._callbackPluginEventPrepareDefines = this._handlePluginEventPrepareDefines.bind(this);\r\n this._material._callbackPluginEventBindForSubMesh = this._handlePluginEventBindForSubMesh.bind(this);\r\n\r\n if (plugin.registerForExtraEvents) {\r\n this._activePluginsForExtraEvents.push(plugin);\r\n this._activePluginsForExtraEvents.sort((a, b) => a.priority - b.priority);\r\n this._material._callbackPluginEventHasRenderTargetTextures = this._handlePluginEventHasRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventFillRenderTargetTextures = this._handlePluginEventFillRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventHardBindForSubMesh = this._handlePluginEventHardBindForSubMesh.bind(this);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a plugin from the list of plugins managed by this manager\r\n * @param name name of the plugin\r\n * @returns the plugin if found, else null\r\n */\r\n public getPlugin<T = MaterialPluginBase>(name: string): Nullable<T> {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === name) {\r\n return this._plugins[i] as T;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n protected _handlePluginEventIsReadyForSubMesh(eventData: MaterialPluginIsReadyForSubMesh): void {\r\n let isReady = true;\r\n for (const plugin of this._activePlugins) {\r\n isReady = isReady && plugin.isReadyForSubMesh(eventData.defines, this._scene, this._engine, eventData.subMesh);\r\n }\r\n eventData.isReadyForSubMesh = isReady;\r\n }\r\n\r\n protected _handlePluginEventPrepareDefinesBeforeAttributes(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefinesBeforeAttributes(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventPrepareDefines(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefines(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHardBindForSubMesh(eventData: MaterialPluginHardBindForSubMesh): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.hardBindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventBindForSubMesh(eventData: MaterialPluginBindForSubMesh): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.bindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHasRenderTargetTextures(eventData: MaterialPluginHasRenderTargetTextures): void {\r\n let hasRenderTargetTextures = false;\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n hasRenderTargetTextures = plugin.hasRenderTargetTextures();\r\n if (hasRenderTargetTextures) {\r\n break;\r\n }\r\n }\r\n eventData.hasRenderTargetTextures = hasRenderTargetTextures;\r\n }\r\n\r\n protected _handlePluginEventFillRenderTargetTextures(eventData: MaterialPluginFillRenderTargetTextures): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.fillRenderTargetTextures(eventData.renderTargets);\r\n }\r\n }\r\n\r\n protected _handlePluginEvent(\r\n id: number,\r\n info:\r\n | MaterialPluginGetActiveTextures\r\n | MaterialPluginGetAnimatables\r\n | MaterialPluginHasTexture\r\n | MaterialPluginDisposed\r\n | MaterialPluginGetDefineNames\r\n | MaterialPluginPrepareEffect\r\n | MaterialPluginPrepareUniformBuffer\r\n ): void {\r\n switch (id) {\r\n case MaterialPluginEvent.GetActiveTextures: {\r\n const eventData = info as MaterialPluginGetActiveTextures;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getActiveTextures(eventData.activeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetAnimatables: {\r\n const eventData = info as MaterialPluginGetAnimatables;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getAnimatables(eventData.animatables);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.HasTexture: {\r\n const eventData = info as MaterialPluginHasTexture;\r\n let hasTexture = false;\r\n for (const plugin of this._activePlugins) {\r\n hasTexture = plugin.hasTexture(eventData.texture);\r\n if (hasTexture) {\r\n break;\r\n }\r\n }\r\n eventData.hasTexture = hasTexture;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.Disposed: {\r\n const eventData = info as MaterialPluginDisposed;\r\n for (const plugin of this._plugins) {\r\n plugin.dispose(eventData.forceDisposeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetDefineNames: {\r\n const eventData = info as MaterialPluginGetDefineNames;\r\n eventData.defineNames = this._defineNamesFromPlugins;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareEffect: {\r\n const eventData = info as MaterialPluginPrepareEffect;\r\n for (const plugin of this._activePlugins) {\r\n eventData.fallbackRank = plugin.addFallbacks(eventData.defines, eventData.fallbacks, eventData.fallbackRank);\r\n plugin.getAttributes(eventData.attributes, this._scene, eventData.mesh);\r\n }\r\n if (this._uniformList.length > 0) {\r\n eventData.uniforms.push(...this._uniformList);\r\n }\r\n if (this._samplerList.length > 0) {\r\n eventData.samplers.push(...this._samplerList);\r\n }\r\n if (this._uboList.length > 0) {\r\n eventData.uniformBuffersNames.push(...this._uboList);\r\n }\r\n eventData.customCode = this._injectCustomCode(eventData, eventData.customCode);\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareUniformBuffer: {\r\n const eventData = info as MaterialPluginPrepareUniformBuffer;\r\n this._uboDeclaration = \"\";\r\n this._vertexDeclaration = \"\";\r\n this._fragmentDeclaration = \"\";\r\n this._uniformList = [];\r\n this._samplerList = [];\r\n this._uboList = [];\r\n const isWebGPU = this._material.shaderLanguage === ShaderLanguage.WGSL;\r\n for (const plugin of this._plugins) {\r\n const uniforms = plugin.getUniforms(this._material.shaderLanguage);\r\n if (uniforms) {\r\n if (uniforms.ubo) {\r\n for (const uniform of uniforms.ubo) {\r\n if (uniform.size && uniform.type) {\r\n const arraySize = uniform.arraySize ?? 0;\r\n eventData.ubo.addUniform(uniform.name, uniform.size, arraySize);\r\n if (isWebGPU) {\r\n let type: string;\r\n switch (uniform.type) {\r\n case \"mat4\":\r\n type = \"mat4x4f\";\r\n break;\r\n case \"float\":\r\n type = \"f32\";\r\n break;\r\n default:\r\n type = `${uniform.type}f`;\r\n break;\r\n }\r\n\r\n if (arraySize > 0) {\r\n this._uboDeclaration += `uniform ${uniform.name}: array<${type}, ${arraySize}>;\\n`;\r\n } else {\r\n this._uboDeclaration += `uniform ${uniform.name}: ${type};\\n`;\r\n }\r\n } else {\r\n this._uboDeclaration += `${uniform.type} ${uniform.name}${arraySize > 0 ? `[${arraySize}]` : \"\"};\\n`;\r\n }\r\n }\r\n this._uniformList.push(uniform.name);\r\n }\r\n }\r\n if (uniforms.vertex) {\r\n this._vertexDeclaration += uniforms.vertex + \"\\n\";\r\n }\r\n if (uniforms.fragment) {\r\n this._fragmentDeclaration += uniforms.fragment + \"\\n\";\r\n }\r\n\r\n // These are uniforms which are used by the shader but not updated by the plugin directly.\r\n // They still need to be present in the _uniformList so the Effect can determine their locations.\r\n if (uniforms.externalUniforms) {\r\n this._uniformList.push(...uniforms.externalUniforms);\r\n }\r\n }\r\n plugin.getSamplers(this._samplerList);\r\n plugin.getUniformBuffersNames(this._uboList);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n protected _collectPointNames(shaderType: string, customCode: Nullable<{ [pointName: string]: string }> | undefined): void {\r\n if (!customCode) {\r\n return;\r\n }\r\n for (const pointName in customCode) {\r\n if (!this._codeInjectionPoints[shaderType]) {\r\n this._codeInjectionPoints[shaderType] = {};\r\n }\r\n this._codeInjectionPoints[shaderType][pointName] = true;\r\n }\r\n }\r\n\r\n protected _injectCustomCode(eventData: MaterialPluginPrepareEffect, existingCallback?: (shaderType: string, code: string) => string): ShaderCustomProcessingFunction {\r\n return (shaderType: string, code: string) => {\r\n if (existingCallback) {\r\n code = existingCallback(shaderType, code);\r\n }\r\n if (this._uboDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_UBO_DECLARATION\", this._uboDeclaration);\r\n }\r\n if (this._vertexDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_VERTEX_DECLARATION\", this._vertexDeclaration);\r\n }\r\n if (this._fragmentDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_FRAGMENT_DECLARATION\", this._fragmentDeclaration);\r\n }\r\n const points = this._codeInjectionPoints?.[shaderType];\r\n if (!points) {\r\n return code;\r\n }\r\n let processorOptions: Nullable<_IProcessingOptions> = null;\r\n for (let pointName in points) {\r\n let injectedCode = \"\";\r\n for (const plugin of this._activePlugins) {\r\n const shaderLanguage = this._material.shaderLanguage;\r\n let customCode = plugin.getCustomCode(shaderType, shaderLanguage)?.[pointName];\r\n if (!customCode) {\r\n continue;\r\n }\r\n if (plugin.resolveIncludes) {\r\n if (processorOptions === null) {\r\n processorOptions = {\r\n defines: [], // not used by _ProcessIncludes\r\n indexParameters: eventData.indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: undefined as any, // not used by _ProcessIncludes\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: ShaderStore.GetShadersRepository(shaderLanguage),\r\n includesShadersStore: ShaderStore.GetIncludesShadersStore(shaderLanguage),\r\n version: undefined as any, // not used by _ProcessIncludes\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: undefined as any, // not used by _ProcessIncludes\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: undefined as any, // not used by _ProcessIncludes\r\n };\r\n }\r\n processorOptions.isFragment = shaderType === \"fragment\";\r\n ProcessIncludes(customCode, processorOptions, (code) => (customCode = code));\r\n }\r\n injectedCode += customCode + \"\\n\";\r\n }\r\n if (injectedCode.length > 0) {\r\n if (pointName.charAt(0) === \"!\") {\r\n // pointName is a regular expression\r\n pointName = pointName.substring(1);\r\n\r\n let regexFlags = \"g\";\r\n if (pointName.charAt(0) === \"!\") {\r\n // no flags\r\n regexFlags = \"\";\r\n pointName = pointName.substring(1);\r\n } else {\r\n // get the flag(s)\r\n const matchOption = RxOption.exec(pointName);\r\n if (matchOption && matchOption.length >= 2) {\r\n regexFlags = matchOption[1];\r\n pointName = pointName.substring(regexFlags.length + 1);\r\n }\r\n }\r\n\r\n if (regexFlags.indexOf(\"g\") < 0) {\r\n // we force the \"g\" flag so that the regexp object is stateful!\r\n regexFlags += \"g\";\r\n }\r\n\r\n const sourceCode = code;\r\n const rx = new RegExp(pointName, regexFlags);\r\n let match = rx.exec(sourceCode);\r\n while (match !== null) {\r\n let newCode = injectedCode;\r\n for (let i = 0; i < match.length; ++i) {\r\n newCode = newCode.replace(\"$\" + i, match[i]);\r\n }\r\n code = code.replace(match[0], newCode);\r\n match = rx.exec(sourceCode);\r\n }\r\n } else {\r\n const fullPointName = \"#define \" + pointName;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n }\r\n return code;\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Type for plugin material factories.\r\n */\r\nexport type PluginMaterialFactory = (material: Material) => Nullable<MaterialPluginBase>;\r\n\r\nconst Plugins: Array<[string, PluginMaterialFactory]> = [];\r\nlet Inited = false;\r\nlet MaterialObserver: Nullable<Observer<Material>> = null;\r\n\r\n/**\r\n * Registers a new material plugin through a factory, or updates it. This makes the plugin available to all materials instantiated after its registration.\r\n * @param pluginName The plugin name\r\n * @param factory The factory function which allows to create the plugin\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function RegisterMaterialPlugin(pluginName: string, factory: PluginMaterialFactory): void {\r\n if (!Inited) {\r\n MaterialObserver = Material.OnEventObservable.add((material: Material) => {\r\n for (const [, factory] of Plugins) {\r\n factory(material);\r\n }\r\n }, MaterialPluginEvent.Created);\r\n Inited = true;\r\n }\r\n const existing = Plugins.filter(([name, _factory]) => name === pluginName);\r\n if (existing.length > 0) {\r\n existing[0][1] = factory;\r\n } else {\r\n Plugins.push([pluginName, factory]);\r\n }\r\n}\r\n\r\n/**\r\n * Removes a material plugin from the list of global plugins.\r\n * @param pluginName The plugin name\r\n * @returns true if the plugin has been removed, else false\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterMaterialPlugin(pluginName: string): boolean {\r\n for (let i = 0; i < Plugins.length; ++i) {\r\n if (Plugins[i][0] === pluginName) {\r\n Plugins.splice(i, 1);\r\n if (Plugins.length === 0) {\r\n UnregisterAllMaterialPlugins();\r\n }\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n * Clear the list of global material plugins\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterAllMaterialPlugins(): void {\r\n Plugins.length = 0;\r\n Inited = false;\r\n Material.OnEventObservable.remove(MaterialObserver);\r\n MaterialObserver = null;\r\n}\r\n"]}
@@ -48,10 +48,6 @@ export class CubeMapToSphericalPolynomialTools {
48
48
  const gammaSpace = texture.gammaSpace;
49
49
  // Always read as RGBA.
50
50
  const format = 5;
51
- let type = 0;
52
- if (texture.textureType == 1 || texture.textureType == 2) {
53
- type = 1;
54
- }
55
51
  return new Promise((resolve) => {
56
52
  // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then
57
53
  Promise.all([leftPromise, rightPromise, upPromise, downPromise, frontPromise, backPromise]).then(([left, right, up, down, front, back]) => {
@@ -64,7 +60,7 @@ export class CubeMapToSphericalPolynomialTools {
64
60
  front,
65
61
  back,
66
62
  format,
67
- type,
63
+ type: left instanceof Float32Array ? 1 : 0,
68
64
  gammaSpace,
69
65
  };
70
66
  resolve(this.ConvertCubeMapToSphericalPolynomial(cubeInfo));
@@ -1 +1 @@
1
- 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Vector3, worldAxisForFileX: Vector3, worldAxisForFileY: Vector3) {\r\n this.name = name;\r\n this.worldAxisForNormal = worldAxisForNormal;\r\n this.worldAxisForFileX = worldAxisForFileX;\r\n this.worldAxisForFileY = worldAxisForFileY;\r\n }\r\n}\r\n\r\n/**\r\n * Helper class dealing with the extraction of spherical polynomial dataArray\r\n * from a cube map.\r\n */\r\nexport class CubeMapToSphericalPolynomialTools {\r\n private static _FileFaces: FileFaceOrientation[] = [\r\n new FileFaceOrientation(\"right\", new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)), // +X east\r\n new FileFaceOrientation(\"left\", new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, -1, 0)), // -X west\r\n new FileFaceOrientation(\"up\", new Vector3(0, 1, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1)), // +Y north\r\n new FileFaceOrientation(\"down\", new Vector3(0, -1, 0), new Vector3(1, 0, 0), new Vector3(0, 0, -1)), // -Y south\r\n new FileFaceOrientation(\"front\", new Vector3(0, 0, 1), new Vector3(1, 0, 0), new Vector3(0, -1, 0)), // +Z top\r\n new FileFaceOrientation(\"back\", new Vector3(0, 0, -1), new Vector3(-1, 0, 0), new Vector3(0, -1, 0)), // -Z bottom\r\n ];\r\n\r\n /** @internal */\r\n public static MAX_HDRI_VALUE = 4096;\r\n /** @internal */\r\n public static PRESERVE_CLAMPED_COLORS = false;\r\n\r\n /**\r\n * Converts a texture to the according Spherical Polynomial data.\r\n * This extracts the first 3 orders only as they are the only one used in the lighting.\r\n *\r\n * @param texture The texture to extract the information from.\r\n * @returns The Spherical Polynomial data.\r\n */\r\n public static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<Promise<SphericalPolynomial>> {\r\n if (!texture.isCube) {\r\n // Only supports cube Textures currently.\r\n return null;\r\n }\r\n\r\n texture.getScene()?.getEngine().flushFramebuffer();\r\n\r\n const size = texture.getSize().width;\r\n const rightPromise = texture.readPixels(0, undefined, undefined, false);\r\n const leftPromise = texture.readPixels(1, undefined, undefined, false);\r\n\r\n let upPromise: Nullable<Promise<ArrayBufferView>>;\r\n let downPromise: Nullable<Promise<ArrayBufferView>>;\r\n if (texture.isRenderTarget) {\r\n upPromise = texture.readPixels(3, undefined, undefined, false);\r\n downPromise = texture.readPixels(2, undefined, undefined, false);\r\n } else {\r\n upPromise = texture.readPixels(2, undefined, undefined, false);\r\n downPromise = texture.readPixels(3, undefined, undefined, false);\r\n }\r\n\r\n const frontPromise = texture.readPixels(4, undefined, undefined, false);\r\n const backPromise = texture.readPixels(5, undefined, undefined, false);\r\n\r\n const gammaSpace = texture.gammaSpace;\r\n // Always read as RGBA.\r\n const format = Constants.TEXTUREFORMAT_RGBA;\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (texture.textureType == Constants.TEXTURETYPE_FLOAT || texture.textureType == Constants.TEXTURETYPE_HALF_FLOAT) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n return new Promise((resolve) => {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n Promise.all([leftPromise, rightPromise, upPromise, downPromise, frontPromise, backPromise]).then(([left, right, up, down, front, back]) => {\r\n const cubeInfo: CubeMapInfo = {\r\n size,\r\n right,\r\n left,\r\n up,\r\n down,\r\n front,\r\n back,\r\n format,\r\n type,\r\n gammaSpace,\r\n };\r\n\r\n resolve(this.ConvertCubeMapToSphericalPolynomial(cubeInfo));\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Compute the area on the unit sphere of the rectangle defined by (x,y) and the origin\r\n * See https://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/\r\n * @param x\r\n * @param y\r\n * @returns the area\r\n */\r\n private static _AreaElement(x: number, y: number): number {\r\n return Math.atan2(x * y, Math.sqrt(x * x + y * y + 1));\r\n }\r\n\r\n /**\r\n * Converts a cubemap to the according Spherical Polynomial data.\r\n * This extracts the first 3 orders only as they are the only one used in the lighting.\r\n *\r\n * @param cubeInfo The Cube map to extract the information from.\r\n * @returns The Spherical Polynomial data.\r\n */\r\n public static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial {\r\n const sphericalHarmonics = new SphericalHarmonics();\r\n let totalSolidAngle = 0.0;\r\n\r\n // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.\r\n const du = 2.0 / cubeInfo.size;\r\n const dv = du;\r\n\r\n const halfTexel = 0.5 * du;\r\n\r\n // The (u,v) of the first texel is half a texel from the corner (-1,-1).\r\n const minUV = halfTexel - 1.0;\r\n\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n const fileFace = this._FileFaces[faceIndex];\r\n const dataArray = (<any>cubeInfo)[fileFace.name];\r\n let v = minUV;\r\n\r\n // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).\r\n // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.\r\n // Because SP is still linear, so summation is fine in that basis.\r\n const stride = cubeInfo.format === Constants.TEXTUREFORMAT_RGBA ? 4 : 3;\r\n for (let y = 0; y < cubeInfo.size; y++) {\r\n let u = minUV;\r\n\r\n for (let x = 0; x < cubeInfo.size; x++) {\r\n // World direction (not normalised)\r\n const worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);\r\n worldDirection.normalize();\r\n\r\n const deltaSolidAngle =\r\n this._AreaElement(u - halfTexel, v - halfTexel) -\r\n this._AreaElement(u - halfTexel, v + halfTexel) -\r\n this._AreaElement(u + halfTexel, v - halfTexel) +\r\n this._AreaElement(u + halfTexel, v + halfTexel);\r\n\r\n let r = dataArray[y * cubeInfo.size * stride + x * stride + 0];\r\n let g = dataArray[y * cubeInfo.size * stride + x * stride + 1];\r\n let b = dataArray[y * cubeInfo.size * stride + x * stride + 2];\r\n\r\n // Prevent NaN harmonics with extreme HDRI data.\r\n if (isNaN(r)) {\r\n r = 0;\r\n }\r\n if (isNaN(g)) {\r\n g = 0;\r\n }\r\n if (isNaN(b)) {\r\n b = 0;\r\n }\r\n\r\n // Handle Integer types.\r\n if (cubeInfo.type === Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n r /= 255;\r\n g /= 255;\r\n b /= 255;\r\n }\r\n\r\n // Handle Gamma space textures.\r\n if (cubeInfo.gammaSpace) {\r\n r = Math.pow(Clamp(r), ToLinearSpace);\r\n g = Math.pow(Clamp(g), ToLinearSpace);\r\n b = Math.pow(Clamp(b), ToLinearSpace);\r\n }\r\n\r\n // Prevent to explode in case of really high dynamic ranges.\r\n // sh 3 would not be enough to accurately represent it.\r\n const max = this.MAX_HDRI_VALUE;\r\n if (this.PRESERVE_CLAMPED_COLORS) {\r\n const currentMax = Math.max(r, g, b);\r\n if (currentMax > max) {\r\n const factor = max / currentMax;\r\n r *= factor;\r\n g *= factor;\r\n b *= factor;\r\n }\r\n } else {\r\n r = Clamp(r, 0, max);\r\n g = Clamp(g, 0, max);\r\n b = Clamp(b, 0, max);\r\n }\r\n\r\n const color = new Color3(r, g, b);\r\n\r\n sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);\r\n\r\n totalSolidAngle += deltaSolidAngle;\r\n\r\n u += du;\r\n }\r\n\r\n v += dv;\r\n }\r\n }\r\n\r\n // Solid angle for entire sphere is 4*pi\r\n const sphereSolidAngle = 4.0 * Math.PI;\r\n\r\n // Adjust the solid angle to allow for how many faces we processed.\r\n const facesProcessed = 6.0;\r\n const expectedSolidAngle = (sphereSolidAngle * facesProcessed) / 6.0;\r\n\r\n // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.\r\n // This is needed because the numerical integration over the cube uses a\r\n // small angle approximation of solid angle for each texel (see deltaSolidAngle),\r\n // and also to compensate for accumulative error due to float precision in the summation.\r\n const correctionFactor = expectedSolidAngle / totalSolidAngle;\r\n sphericalHarmonics.scaleInPlace(correctionFactor);\r\n\r\n sphericalHarmonics.convertIncidentRadianceToIrradiance();\r\n sphericalHarmonics.convertIrradianceToLambertianRadiance();\r\n\r\n return SphericalPolynomial.FromHarmonics(sphericalHarmonics);\r\n }\r\n}\r\n"]}
1
+ 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{ Vector3 } from \"../../Maths/math.vector\";\r\nimport { Clamp } from \"../../Maths/math.scalar.functions\";\r\nimport { SphericalPolynomial, SphericalHarmonics } from \"../../Maths/sphericalPolynomial\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { CubeMapInfo } from \"./panoramaToCubemap\";\r\nimport { ToLinearSpace } from \"../../Maths/math.constants\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\n\r\nclass FileFaceOrientation {\r\n public name: string;\r\n public worldAxisForNormal: Vector3; // the world axis corresponding to the normal to the face\r\n public worldAxisForFileX: Vector3; // the world axis corresponding to texture right x-axis in file\r\n public worldAxisForFileY: Vector3; // the world axis corresponding to texture down y-axis in file\r\n\r\n public constructor(name: string, worldAxisForNormal: Vector3, worldAxisForFileX: Vector3, worldAxisForFileY: Vector3) {\r\n this.name = name;\r\n this.worldAxisForNormal = worldAxisForNormal;\r\n this.worldAxisForFileX = worldAxisForFileX;\r\n this.worldAxisForFileY = worldAxisForFileY;\r\n }\r\n}\r\n\r\n/**\r\n * Helper class dealing with the extraction of spherical polynomial dataArray\r\n * from a cube map.\r\n */\r\nexport class CubeMapToSphericalPolynomialTools {\r\n private static _FileFaces: FileFaceOrientation[] = [\r\n new FileFaceOrientation(\"right\", new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)), // +X east\r\n new FileFaceOrientation(\"left\", new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, -1, 0)), // -X west\r\n new FileFaceOrientation(\"up\", new Vector3(0, 1, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1)), // +Y north\r\n new FileFaceOrientation(\"down\", new Vector3(0, -1, 0), new Vector3(1, 0, 0), new Vector3(0, 0, -1)), // -Y south\r\n new FileFaceOrientation(\"front\", new Vector3(0, 0, 1), new Vector3(1, 0, 0), new Vector3(0, -1, 0)), // +Z top\r\n new FileFaceOrientation(\"back\", new Vector3(0, 0, -1), new Vector3(-1, 0, 0), new Vector3(0, -1, 0)), // -Z bottom\r\n ];\r\n\r\n /** @internal */\r\n public static MAX_HDRI_VALUE = 4096;\r\n /** @internal */\r\n public static PRESERVE_CLAMPED_COLORS = false;\r\n\r\n /**\r\n * Converts a texture to the according Spherical Polynomial data.\r\n * This extracts the first 3 orders only as they are the only one used in the lighting.\r\n *\r\n * @param texture The texture to extract the information from.\r\n * @returns The Spherical Polynomial data.\r\n */\r\n public static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<Promise<SphericalPolynomial>> {\r\n if (!texture.isCube) {\r\n // Only supports cube Textures currently.\r\n return null;\r\n }\r\n\r\n texture.getScene()?.getEngine().flushFramebuffer();\r\n\r\n const size = texture.getSize().width;\r\n const rightPromise = texture.readPixels(0, undefined, undefined, false);\r\n const leftPromise = texture.readPixels(1, undefined, undefined, false);\r\n\r\n let upPromise: Nullable<Promise<ArrayBufferView>>;\r\n let downPromise: Nullable<Promise<ArrayBufferView>>;\r\n if (texture.isRenderTarget) {\r\n upPromise = texture.readPixels(3, undefined, undefined, false);\r\n downPromise = texture.readPixels(2, undefined, undefined, false);\r\n } else {\r\n upPromise = texture.readPixels(2, undefined, undefined, false);\r\n downPromise = texture.readPixels(3, undefined, undefined, false);\r\n }\r\n\r\n const frontPromise = texture.readPixels(4, undefined, undefined, false);\r\n const backPromise = texture.readPixels(5, undefined, undefined, false);\r\n\r\n const gammaSpace = texture.gammaSpace;\r\n // Always read as RGBA.\r\n const format = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n return new Promise((resolve) => {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n Promise.all([leftPromise, rightPromise, upPromise, downPromise, frontPromise, backPromise]).then(([left, right, up, down, front, back]) => {\r\n const cubeInfo: CubeMapInfo = {\r\n size,\r\n right,\r\n left,\r\n up,\r\n down,\r\n front,\r\n back,\r\n format,\r\n type: left instanceof Float32Array ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n gammaSpace,\r\n };\r\n\r\n resolve(this.ConvertCubeMapToSphericalPolynomial(cubeInfo));\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Compute the area on the unit sphere of the rectangle defined by (x,y) and the origin\r\n * See https://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/\r\n * @param x\r\n * @param y\r\n * @returns the area\r\n */\r\n private static _AreaElement(x: number, y: number): number {\r\n return Math.atan2(x * y, Math.sqrt(x * x + y * y + 1));\r\n }\r\n\r\n /**\r\n * Converts a cubemap to the according Spherical Polynomial data.\r\n * This extracts the first 3 orders only as they are the only one used in the lighting.\r\n *\r\n * @param cubeInfo The Cube map to extract the information from.\r\n * @returns The Spherical Polynomial data.\r\n */\r\n public static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial {\r\n const sphericalHarmonics = new SphericalHarmonics();\r\n let totalSolidAngle = 0.0;\r\n\r\n // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.\r\n const du = 2.0 / cubeInfo.size;\r\n const dv = du;\r\n\r\n const halfTexel = 0.5 * du;\r\n\r\n // The (u,v) of the first texel is half a texel from the corner (-1,-1).\r\n const minUV = halfTexel - 1.0;\r\n\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n const fileFace = this._FileFaces[faceIndex];\r\n const dataArray = (<any>cubeInfo)[fileFace.name];\r\n let v = minUV;\r\n\r\n // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).\r\n // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.\r\n // Because SP is still linear, so summation is fine in that basis.\r\n const stride = cubeInfo.format === Constants.TEXTUREFORMAT_RGBA ? 4 : 3;\r\n for (let y = 0; y < cubeInfo.size; y++) {\r\n let u = minUV;\r\n\r\n for (let x = 0; x < cubeInfo.size; x++) {\r\n // World direction (not normalised)\r\n const worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);\r\n worldDirection.normalize();\r\n\r\n const deltaSolidAngle =\r\n this._AreaElement(u - halfTexel, v - halfTexel) -\r\n this._AreaElement(u - halfTexel, v + halfTexel) -\r\n this._AreaElement(u + halfTexel, v - halfTexel) +\r\n this._AreaElement(u + halfTexel, v + halfTexel);\r\n\r\n let r = dataArray[y * cubeInfo.size * stride + x * stride + 0];\r\n let g = dataArray[y * cubeInfo.size * stride + x * stride + 1];\r\n let b = dataArray[y * cubeInfo.size * stride + x * stride + 2];\r\n\r\n // Prevent NaN harmonics with extreme HDRI data.\r\n if (isNaN(r)) {\r\n r = 0;\r\n }\r\n if (isNaN(g)) {\r\n g = 0;\r\n }\r\n if (isNaN(b)) {\r\n b = 0;\r\n }\r\n\r\n // Handle Integer types.\r\n if (cubeInfo.type === Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n r /= 255;\r\n g /= 255;\r\n b /= 255;\r\n }\r\n\r\n // Handle Gamma space textures.\r\n if (cubeInfo.gammaSpace) {\r\n r = Math.pow(Clamp(r), ToLinearSpace);\r\n g = Math.pow(Clamp(g), ToLinearSpace);\r\n b = Math.pow(Clamp(b), ToLinearSpace);\r\n }\r\n\r\n // Prevent to explode in case of really high dynamic ranges.\r\n // sh 3 would not be enough to accurately represent it.\r\n const max = this.MAX_HDRI_VALUE;\r\n if (this.PRESERVE_CLAMPED_COLORS) {\r\n const currentMax = Math.max(r, g, b);\r\n if (currentMax > max) {\r\n const factor = max / currentMax;\r\n r *= factor;\r\n g *= factor;\r\n b *= factor;\r\n }\r\n } else {\r\n r = Clamp(r, 0, max);\r\n g = Clamp(g, 0, max);\r\n b = Clamp(b, 0, max);\r\n }\r\n\r\n const color = new Color3(r, g, b);\r\n\r\n sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);\r\n\r\n totalSolidAngle += deltaSolidAngle;\r\n\r\n u += du;\r\n }\r\n\r\n v += dv;\r\n }\r\n }\r\n\r\n // Solid angle for entire sphere is 4*pi\r\n const sphereSolidAngle = 4.0 * Math.PI;\r\n\r\n // Adjust the solid angle to allow for how many faces we processed.\r\n const facesProcessed = 6.0;\r\n const expectedSolidAngle = (sphereSolidAngle * facesProcessed) / 6.0;\r\n\r\n // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.\r\n // This is needed because the numerical integration over the cube uses a\r\n // small angle approximation of solid angle for each texel (see deltaSolidAngle),\r\n // and also to compensate for accumulative error due to float precision in the summation.\r\n const correctionFactor = expectedSolidAngle / totalSolidAngle;\r\n sphericalHarmonics.scaleInPlace(correctionFactor);\r\n\r\n sphericalHarmonics.convertIncidentRadianceToIrradiance();\r\n sphericalHarmonics.convertIrradianceToLambertianRadiance();\r\n\r\n return SphericalPolynomial.FromHarmonics(sphericalHarmonics);\r\n }\r\n}\r\n"]}
@@ -0,0 +1,52 @@
1
+ import type { AbstractEngine } from "../Engines/abstractEngine.js";
2
+ import type { Nullable } from "../types.js";
3
+ import { ShaderLanguage } from "../Materials/shaderLanguage.js";
4
+ import { BaseTexture } from "../Materials/Textures/baseTexture.js";
5
+ /**
6
+ * Class used for fast copy from one texture to another
7
+ */
8
+ export declare class AreaLightTextureTools {
9
+ private _engine;
10
+ private _renderer;
11
+ private _effectWrapper;
12
+ private _source;
13
+ private _scalingRange;
14
+ private _kernelLibrary;
15
+ private readonly _blurSize;
16
+ private readonly _alphaFactor;
17
+ /** Shader language used */
18
+ protected _shaderLanguage: ShaderLanguage;
19
+ /**
20
+ * Gets the shader language
21
+ */
22
+ get shaderLanguage(): ShaderLanguage;
23
+ private _textureIsInternal;
24
+ /**
25
+ * Constructs a new instance of the class
26
+ * @param engine The engine to use for the copy
27
+ */
28
+ constructor(engine: AbstractEngine);
29
+ private _shadersLoaded;
30
+ private _createEffect;
31
+ /**
32
+ * Indicates if the effect is ready to be used for the copy
33
+ * @returns true if "copy" can be called without delay, else false
34
+ */
35
+ isReady(): boolean;
36
+ /**
37
+ * Pre-processes the texture to be used with RectAreaLight emissionTexture.
38
+ * @param source The texture to pre-process
39
+ * @returns A promise that resolves with the pre-processed texture
40
+ */
41
+ processAsync(source: BaseTexture): Promise<Nullable<BaseTexture>>;
42
+ private _scaleImageDownAsync;
43
+ private _generateGaussianKernel;
44
+ private _mirrorIndex;
45
+ private _applyGaussianBlurRange;
46
+ private _transposeImage;
47
+ private _applyProgressiveBlurAsync;
48
+ /**
49
+ * Releases all the resources used by the class
50
+ */
51
+ dispose(): void;
52
+ }
@@ -0,0 +1,227 @@
1
+ import { EffectRenderer, EffectWrapper } from "../Materials/effectRenderer.js";
2
+ import { Vector2 } from "../Maths/math.vector.js";
3
+ import { WhenTextureReadyAsync } from "./textureTools.js";
4
+ import { BaseTexture } from "../Materials/Textures/baseTexture.js";
5
+
6
+ /**
7
+ * Class used for fast copy from one texture to another
8
+ */
9
+ export class AreaLightTextureTools {
10
+ /**
11
+ * Gets the shader language
12
+ */
13
+ get shaderLanguage() {
14
+ return this._shaderLanguage;
15
+ }
16
+ _textureIsInternal(texture) {
17
+ return texture?.getInternalTexture === undefined;
18
+ }
19
+ /**
20
+ * Constructs a new instance of the class
21
+ * @param engine The engine to use for the copy
22
+ */
23
+ constructor(engine) {
24
+ this._kernelLibrary = [];
25
+ this._blurSize = 5;
26
+ this._alphaFactor = 0.5;
27
+ /** Shader language used */
28
+ this._shaderLanguage = 0 /* ShaderLanguage.GLSL */;
29
+ this._shadersLoaded = false;
30
+ this._engine = engine;
31
+ this._renderer = new EffectRenderer(this._engine);
32
+ this._scalingRange = new Vector2();
33
+ for (let i = 0; i < 512; i++) {
34
+ const kernelSize = this._blurSize + (i + 1) * 2;
35
+ const alpha = (kernelSize / 2.0) * this._alphaFactor;
36
+ this._kernelLibrary.push(this._generateGaussianKernel(kernelSize, alpha));
37
+ }
38
+ }
39
+ _createEffect() {
40
+ const engine = this._engine;
41
+ let isWebGPU = false;
42
+ if (engine?.isWebGPU) {
43
+ this._shaderLanguage = 1 /* ShaderLanguage.WGSL */;
44
+ isWebGPU = true;
45
+ }
46
+ const effectWrapper = new EffectWrapper({
47
+ engine: engine,
48
+ name: "AreaLightTextureProcessing",
49
+ fragmentShader: "areaLightTextureProcessing",
50
+ useShaderStore: true,
51
+ uniformNames: ["scalingRange"],
52
+ samplerNames: ["textureSampler"],
53
+ defines: [],
54
+ shaderLanguage: this._shaderLanguage,
55
+ extraInitializationsAsync: async () => {
56
+ if (isWebGPU) {
57
+ await import("../ShadersWGSL/areaLightTextureProcessing.fragment.js");
58
+ }
59
+ else {
60
+ await import("../Shaders/areaLightTextureProcessing.fragment.js");
61
+ }
62
+ },
63
+ });
64
+ effectWrapper.onApplyObservable.add(() => {
65
+ engine.depthCullingState.depthMask = false;
66
+ if (this._textureIsInternal(this._source)) {
67
+ effectWrapper.effect._bindTexture("textureSampler", this._source);
68
+ }
69
+ else {
70
+ effectWrapper.effect.setTexture("textureSampler", this._source);
71
+ }
72
+ effectWrapper.effect.setVector2("scalingRange", this._scalingRange);
73
+ });
74
+ return effectWrapper;
75
+ }
76
+ /**
77
+ * Indicates if the effect is ready to be used for the copy
78
+ * @returns true if "copy" can be called without delay, else false
79
+ */
80
+ isReady() {
81
+ return this._shadersLoaded && !!this._effectWrapper?.effect?.isReady();
82
+ }
83
+ /**
84
+ * Pre-processes the texture to be used with RectAreaLight emissionTexture.
85
+ * @param source The texture to pre-process
86
+ * @returns A promise that resolves with the pre-processed texture
87
+ */
88
+ async processAsync(source) {
89
+ if (!this._shadersLoaded) {
90
+ this._effectWrapper = this._createEffect();
91
+ await this._effectWrapper.effect.whenCompiledAsync();
92
+ this._shadersLoaded = true;
93
+ }
94
+ if (!source.isReady()) {
95
+ await WhenTextureReadyAsync(source);
96
+ }
97
+ this._scalingRange.x = 0.125;
98
+ this._scalingRange.y = 0.875;
99
+ this._source = source;
100
+ const oldWrapU = this._source.wrapU;
101
+ const oldWrapV = this._source.wrapV;
102
+ this._source.wrapU = 2;
103
+ this._source.wrapV = 2;
104
+ const result = await this._scaleImageDownAsync(source);
105
+ await this._applyProgressiveBlurAsync(result);
106
+ result.wrapU = 0;
107
+ result.wrapV = 0;
108
+ this._source.wrapU = oldWrapU;
109
+ this._source.wrapV = oldWrapV;
110
+ return result;
111
+ }
112
+ async _scaleImageDownAsync(source) {
113
+ const renderTarget = this._engine.createRenderTargetTexture({ width: 1024, height: 1024 }, {
114
+ generateDepthBuffer: false,
115
+ generateMipMaps: true,
116
+ generateStencilBuffer: false,
117
+ samplingMode: 3,
118
+ type: 3553,
119
+ format: 5,
120
+ });
121
+ this._source = source;
122
+ const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates
123
+ this._renderer.render(this._effectWrapper, renderTarget);
124
+ this._engine.setDepthWrite(engineDepthMask);
125
+ return new BaseTexture(this._engine, renderTarget.texture);
126
+ }
127
+ _generateGaussianKernel(size, sigma) {
128
+ if (size % 2 === 0) {
129
+ throw new Error("Kernel size must be odd.");
130
+ }
131
+ const kernel = new Float32Array(size);
132
+ let sum = 0.0;
133
+ const halfSize = Math.floor(size / 2);
134
+ for (let i = -halfSize; i <= halfSize; ++i) {
135
+ const value = Math.exp(-(i * i) / (2.0 * sigma * sigma));
136
+ const index = i + halfSize;
137
+ kernel[index] = value;
138
+ sum += value;
139
+ }
140
+ for (let i = 0; i < kernel.length; i++) {
141
+ kernel[i] /= sum;
142
+ }
143
+ return { kernel, kernelSize: size, kernelHalfSize: halfSize };
144
+ }
145
+ _mirrorIndex(x, width) {
146
+ if (x < 0) {
147
+ x = -x;
148
+ }
149
+ if (x >= width) {
150
+ x = 2 * width - 2 - x;
151
+ }
152
+ return x;
153
+ }
154
+ _applyGaussianBlurRange(input, output, width, height, channels, kernelLibrary) {
155
+ const marginStart = Math.floor(width * 0.125);
156
+ const marginEnd = Math.floor(width * 0.875);
157
+ for (let y = 0; y < height; y++) {
158
+ for (let x = 0; x < width; x++) {
159
+ let targetKernel = 0;
160
+ if (x <= marginStart) {
161
+ targetKernel = Math.max(targetKernel, Math.abs(x - marginStart));
162
+ }
163
+ if (y <= marginStart) {
164
+ targetKernel = Math.max(targetKernel, Math.abs(y - marginStart));
165
+ }
166
+ if (x >= marginEnd) {
167
+ targetKernel = Math.max(targetKernel, Math.abs(x - marginEnd));
168
+ }
169
+ if (y >= marginEnd) {
170
+ targetKernel = Math.max(targetKernel, Math.abs(y - marginEnd));
171
+ }
172
+ const kernelData = kernelLibrary[targetKernel];
173
+ const { kernel, kernelHalfSize } = kernelData;
174
+ for (let c = 0; c < channels - 1; c++) {
175
+ let sum = 0.0;
176
+ for (let kx = -kernelHalfSize; kx <= kernelHalfSize; kx++) {
177
+ const px = this._mirrorIndex(x + kx, width);
178
+ const weight = kernel[kx + kernelHalfSize];
179
+ const pixelData = input[(y * width + px) * channels + c];
180
+ sum += pixelData * weight;
181
+ }
182
+ output[(y * width + x) * channels + c] = Math.max(0, Math.min(255, Math.round(sum)));
183
+ }
184
+ // copy alpha if present
185
+ if (channels > 3) {
186
+ output[(y * width + x) * channels + (channels - 1)] = input[(y * width + x) * channels + (channels - 1)];
187
+ }
188
+ }
189
+ }
190
+ }
191
+ _transposeImage(input, width, height, channels, output) {
192
+ for (let y = 0; y < height; y++) {
193
+ for (let x = 0; x < width; x++) {
194
+ const srcBase = (y * width + x) * channels;
195
+ const dstBase = (x * height + y) * channels;
196
+ for (let c = 0; c < channels; c++) {
197
+ output[dstBase + c] = input[srcBase + c];
198
+ }
199
+ }
200
+ }
201
+ }
202
+ async _applyProgressiveBlurAsync(source) {
203
+ const pixelData = await source.readPixels();
204
+ if (!pixelData) {
205
+ return;
206
+ }
207
+ const internalTexture = source.getInternalTexture();
208
+ if (!internalTexture) {
209
+ return;
210
+ }
211
+ const rourcePixel = new Uint8Array(pixelData.buffer);
212
+ const result = new Uint8Array(rourcePixel.length);
213
+ this._applyGaussianBlurRange(rourcePixel, result, internalTexture.width, internalTexture.height, 4, this._kernelLibrary);
214
+ this._transposeImage(result, internalTexture.width, internalTexture.height, 4, rourcePixel);
215
+ this._applyGaussianBlurRange(rourcePixel, result, internalTexture.width, internalTexture.height, 4, this._kernelLibrary);
216
+ this._transposeImage(result, internalTexture.width, internalTexture.height, 4, rourcePixel);
217
+ this._engine.updateRawTexture(internalTexture, rourcePixel, internalTexture.format, false);
218
+ }
219
+ /**
220
+ * Releases all the resources used by the class
221
+ */
222
+ dispose() {
223
+ this._effectWrapper?.dispose();
224
+ this._renderer.dispose();
225
+ }
226
+ }
227
+ //# sourceMappingURL=areaLightsTextureTools.js.map
@@ -0,0 +1 @@
1
+ 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type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { InternalTexture } from \"core/Materials/Textures/internalTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"core/Materials/effectRenderer\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { WhenTextureReadyAsync } from \"core/Misc/textureTools\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\ntype KernelData = {\r\n kernel: Float32Array;\r\n kernelSize: number;\r\n kernelHalfSize: number;\r\n};\r\n\r\n/**\r\n * Class used for fast copy from one texture to another\r\n */\r\nexport class AreaLightTextureTools {\r\n private _engine: AbstractEngine;\r\n private _renderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n private _source: BaseTexture;\r\n private _scalingRange: Vector2;\r\n private _kernelLibrary: KernelData[] = [];\r\n private readonly _blurSize = 5;\r\n private readonly _alphaFactor = 0.5;\r\n\r\n /** Shader language used */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _textureIsInternal(texture: InternalTexture | ThinTexture): texture is InternalTexture {\r\n return (texture as ThinTexture)?.getInternalTexture === undefined;\r\n }\r\n\r\n /**\r\n * Constructs a new instance of the class\r\n * @param engine The engine to use for the copy\r\n */\r\n constructor(engine: AbstractEngine) {\r\n this._engine = engine;\r\n this._renderer = new EffectRenderer(this._engine);\r\n this._scalingRange = new Vector2();\r\n\r\n for (let i = 0; i < 512; i++) {\r\n const kernelSize = this._blurSize + (i + 1) * 2;\r\n const alpha = (kernelSize / 2.0) * this._alphaFactor;\r\n this._kernelLibrary.push(this._generateGaussianKernel(kernelSize, alpha));\r\n }\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private _createEffect(): EffectWrapper {\r\n const engine = this._engine;\r\n let isWebGPU = false;\r\n\r\n if (engine?.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n isWebGPU = true;\r\n }\r\n\r\n const effectWrapper = new EffectWrapper({\r\n engine: engine,\r\n name: \"AreaLightTextureProcessing\",\r\n fragmentShader: \"areaLightTextureProcessing\",\r\n useShaderStore: true,\r\n uniformNames: [\"scalingRange\"],\r\n samplerNames: [\"textureSampler\"],\r\n defines: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../ShadersWGSL/areaLightTextureProcessing.fragment\");\r\n } else {\r\n await import(\"../Shaders/areaLightTextureProcessing.fragment\");\r\n }\r\n },\r\n });\r\n\r\n effectWrapper.onApplyObservable.add(() => {\r\n engine.depthCullingState.depthMask = false;\r\n if (this._textureIsInternal(this._source)) {\r\n effectWrapper.effect._bindTexture(\"textureSampler\", this._source);\r\n } else {\r\n effectWrapper.effect.setTexture(\"textureSampler\", this._source);\r\n }\r\n effectWrapper.effect.setVector2(\"scalingRange\", this._scalingRange);\r\n });\r\n\r\n return effectWrapper;\r\n }\r\n\r\n /**\r\n * Indicates if the effect is ready to be used for the copy\r\n * @returns true if \"copy\" can be called without delay, else false\r\n */\r\n public isReady(): boolean {\r\n return this._shadersLoaded && !!this._effectWrapper?.effect?.isReady();\r\n }\r\n\r\n /**\r\n * Pre-processes the texture to be used with RectAreaLight emissionTexture.\r\n * @param source The texture to pre-process\r\n * @returns A promise that resolves with the pre-processed texture\r\n */\r\n public async processAsync(source: BaseTexture): Promise<Nullable<BaseTexture>> {\r\n if (!this._shadersLoaded) {\r\n this._effectWrapper = this._createEffect();\r\n await this._effectWrapper.effect.whenCompiledAsync();\r\n this._shadersLoaded = true;\r\n }\r\n\r\n if (!source.isReady()) {\r\n await WhenTextureReadyAsync(source);\r\n }\r\n\r\n this._scalingRange.x = 0.125;\r\n this._scalingRange.y = 0.875;\r\n\r\n this._source = source;\r\n const oldWrapU = this._source.wrapU;\r\n const oldWrapV = this._source.wrapV;\r\n\r\n this._source.wrapU = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._source.wrapV = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n\r\n const result = await this._scaleImageDownAsync(source);\r\n await this._applyProgressiveBlurAsync(result);\r\n\r\n result.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n result.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._source.wrapU = oldWrapU;\r\n this._source.wrapV = oldWrapV;\r\n\r\n return result;\r\n }\r\n\r\n private async _scaleImageDownAsync(source: BaseTexture): Promise<BaseTexture> {\r\n const renderTarget = this._engine.createRenderTargetTexture(\r\n { width: 1024, height: 1024 },\r\n {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: Constants.TEXTURE_2D,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n }\r\n );\r\n\r\n this._source = source;\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n this._renderer.render(this._effectWrapper, renderTarget);\r\n this._engine.setDepthWrite(engineDepthMask);\r\n return new BaseTexture(this._engine, renderTarget.texture);\r\n }\r\n\r\n private _generateGaussianKernel(size: number, sigma: number): KernelData {\r\n if (size % 2 === 0) {\r\n throw new Error(\"Kernel size must be odd.\");\r\n }\r\n\r\n const kernel = new Float32Array(size);\r\n let sum = 0.0;\r\n const halfSize = Math.floor(size / 2);\r\n\r\n for (let i = -halfSize; i <= halfSize; ++i) {\r\n const value = Math.exp(-(i * i) / (2.0 * sigma * sigma));\r\n const index = i + halfSize;\r\n kernel[index] = value;\r\n sum += value;\r\n }\r\n\r\n for (let i = 0; i < kernel.length; i++) {\r\n kernel[i] /= sum;\r\n }\r\n\r\n return { kernel, kernelSize: size, kernelHalfSize: halfSize };\r\n }\r\n\r\n private _mirrorIndex(x: number, width: number): number {\r\n if (x < 0) {\r\n x = -x;\r\n }\r\n if (x >= width) {\r\n x = 2 * width - 2 - x;\r\n }\r\n return x;\r\n }\r\n\r\n private _applyGaussianBlurRange(input: Uint8Array, output: Uint8Array, width: number, height: number, channels: number, kernelLibrary: KernelData[]) {\r\n const marginStart = Math.floor(width * 0.125);\r\n const marginEnd = Math.floor(width * 0.875);\r\n\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n let targetKernel = 0;\r\n\r\n if (x <= marginStart) {\r\n targetKernel = Math.max(targetKernel, Math.abs(x - marginStart));\r\n }\r\n if (y <= marginStart) {\r\n targetKernel = Math.max(targetKernel, Math.abs(y - marginStart));\r\n }\r\n if (x >= marginEnd) {\r\n targetKernel = Math.max(targetKernel, Math.abs(x - marginEnd));\r\n }\r\n if (y >= marginEnd) {\r\n targetKernel = Math.max(targetKernel, Math.abs(y - marginEnd));\r\n }\r\n\r\n const kernelData = kernelLibrary[targetKernel];\r\n const { kernel, kernelHalfSize } = kernelData;\r\n\r\n for (let c = 0; c < channels - 1; c++) {\r\n let sum = 0.0;\r\n for (let kx = -kernelHalfSize; kx <= kernelHalfSize; kx++) {\r\n const px = this._mirrorIndex(x + kx, width);\r\n const weight = kernel[kx + kernelHalfSize];\r\n const pixelData = input[(y * width + px) * channels + c];\r\n sum += pixelData * weight;\r\n }\r\n output[(y * width + x) * channels + c] = Math.max(0, Math.min(255, Math.round(sum)));\r\n }\r\n // copy alpha if present\r\n if (channels > 3) {\r\n output[(y * width + x) * channels + (channels - 1)] = input[(y * width + x) * channels + (channels - 1)];\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _transposeImage(input: Uint8Array, width: number, height: number, channels: number, output: Uint8Array): void {\r\n for (let y = 0; y < height; y++) {\r\n for (let x = 0; x < width; x++) {\r\n const srcBase = (y * width + x) * channels;\r\n const dstBase = (x * height + y) * channels;\r\n for (let c = 0; c < channels; c++) {\r\n output[dstBase + c] = input[srcBase + c];\r\n }\r\n }\r\n }\r\n }\r\n\r\n private async _applyProgressiveBlurAsync(source: BaseTexture): Promise<void> {\r\n const pixelData = await source.readPixels();\r\n\r\n if (!pixelData) {\r\n return;\r\n }\r\n\r\n const internalTexture = source.getInternalTexture();\r\n\r\n if (!internalTexture) {\r\n return;\r\n }\r\n\r\n const rourcePixel = new Uint8Array(pixelData.buffer);\r\n const result = new Uint8Array(rourcePixel.length);\r\n\r\n this._applyGaussianBlurRange(rourcePixel, result, internalTexture.width, internalTexture.height, 4, this._kernelLibrary);\r\n this._transposeImage(result, internalTexture.width, internalTexture.height, 4, rourcePixel);\r\n this._applyGaussianBlurRange(rourcePixel, result, internalTexture.width, internalTexture.height, 4, this._kernelLibrary);\r\n this._transposeImage(result, internalTexture.width, internalTexture.height, 4, rourcePixel);\r\n this._engine.updateRawTexture(internalTexture, rourcePixel, internalTexture.format, false);\r\n }\r\n\r\n /**\r\n * Releases all the resources used by the class\r\n */\r\n public dispose(): void {\r\n this._effectWrapper?.dispose();\r\n this._renderer.dispose();\r\n }\r\n}\r\n"]}