@babylonjs/core 8.8.0 → 8.8.1

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.
Files changed (342) hide show
  1. package/Actions/actionManager.js +2 -0
  2. package/Actions/actionManager.js.map +1 -1
  3. package/Animations/animatable.core.js +1 -1
  4. package/Animations/animatable.core.js.map +1 -1
  5. package/Animations/animation.js +4 -2
  6. package/Animations/animation.js.map +1 -1
  7. package/Audio/audioEngine.d.ts +1 -1
  8. package/Audio/audioEngine.js +20 -10
  9. package/Audio/audioEngine.js.map +1 -1
  10. package/Audio/audioSceneComponent.js +2 -0
  11. package/Audio/audioSceneComponent.js.map +1 -1
  12. package/Audio/sound.js +2 -0
  13. package/Audio/sound.js.map +1 -1
  14. package/AudioV2/abstractAudio/audioEngineV2.js +8 -1
  15. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  16. package/AudioV2/abstractAudio/streamingSound.js +3 -1
  17. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  18. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js +6 -2
  19. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js.map +1 -1
  20. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js +3 -0
  21. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js.map +1 -1
  22. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +1 -0
  23. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  24. package/AudioV2/webAudio/webAudioEngine.js +5 -1
  25. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  26. package/AudioV2/webAudio/webAudioStaticSound.js +2 -0
  27. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  28. package/AudioV2/webAudio/webAudioStreamingSound.js +3 -0
  29. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  30. package/AudioV2/webAudio/webAudioUnmuteUI.js +1 -0
  31. package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -1
  32. package/BakedVertexAnimation/vertexAnimationBaker.d.ts +1 -0
  33. package/BakedVertexAnimation/vertexAnimationBaker.js +3 -1
  34. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  35. package/Buffers/buffer.nonFloatVertexBuffers.js +1 -0
  36. package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
  37. package/Buffers/storageBuffer.js +1 -1
  38. package/Buffers/storageBuffer.js.map +1 -1
  39. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +2 -0
  40. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  41. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +6 -1
  42. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  43. package/Cameras/VR/vrExperienceHelper.js +2 -0
  44. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  45. package/Collisions/gpuPicker.js +9 -6
  46. package/Collisions/gpuPicker.js.map +1 -1
  47. package/Compute/computeShader.js +1 -1
  48. package/Compute/computeShader.js.map +1 -1
  49. package/Culling/Helper/boundingInfoHelper.js +3 -3
  50. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  51. package/Culling/Helper/computeShaderBoundingHelper.js +3 -1
  52. package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
  53. package/Culling/Helper/transformFeedbackBoundingHelper.js +3 -0
  54. package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
  55. package/Debug/debugLayer.js +1 -1
  56. package/Debug/debugLayer.js.map +1 -1
  57. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +1 -0
  58. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
  59. package/Engines/Extensions/engine.prefilteredCubeTexture.js +1 -0
  60. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
  61. package/Engines/Extensions/engine.readTexture.js +1 -0
  62. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  63. package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -0
  64. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  65. package/Engines/WebGPU/Extensions/engine.readTexture.js +1 -0
  66. package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
  67. package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -0
  68. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  69. package/Engines/WebGPU/webgpuBufferManager.js +3 -1
  70. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  71. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -0
  72. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  73. package/Engines/WebGPU/webgpuQuerySet.js +15 -9
  74. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  75. package/Engines/WebGPU/webgpuTextureManager.js +1 -0
  76. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  77. package/Engines/WebGPU/webgpuTimestampQuery.js +4 -2
  78. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  79. package/Engines/WebGPU/webgpuTintWASM.js +1 -0
  80. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  81. package/Engines/abstractEngine.js +5 -2
  82. package/Engines/abstractEngine.js.map +1 -1
  83. package/Engines/engine.common.js +7 -1
  84. package/Engines/engine.common.js.map +1 -1
  85. package/Engines/engine.js +5 -3
  86. package/Engines/engine.js.map +1 -1
  87. package/Engines/engineFactory.js +1 -1
  88. package/Engines/engineFactory.js.map +1 -1
  89. package/Engines/nativeEngine.js +19 -11
  90. package/Engines/nativeEngine.js.map +1 -1
  91. package/Engines/webgpuEngine.js +30 -11
  92. package/Engines/webgpuEngine.js.map +1 -1
  93. package/FlowGraph/flowGraphParser.js +2 -2
  94. package/FlowGraph/flowGraphParser.js.map +1 -1
  95. package/FrameGraph/Node/nodeRenderGraph.js +5 -1
  96. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  97. package/FrameGraph/Node/nodeRenderGraphBlock.js +1 -1
  98. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  99. package/FrameGraph/frameGraph.js +1 -1
  100. package/FrameGraph/frameGraph.js.map +1 -1
  101. package/Helpers/sceneHelpers.js +1 -3
  102. package/Helpers/sceneHelpers.js.map +1 -1
  103. package/Helpers/videoDome.js +1 -0
  104. package/Helpers/videoDome.js.map +1 -1
  105. package/Layers/thinEffectLayer.js +1 -0
  106. package/Layers/thinEffectLayer.js.map +1 -1
  107. package/LensFlares/lensFlareSystem.js +1 -0
  108. package/LensFlares/lensFlareSystem.js.map +1 -1
  109. package/Lights/Shadows/shadowGenerator.js +3 -2
  110. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  111. package/Lights/areaLight.js +2 -0
  112. package/Lights/areaLight.js.map +1 -1
  113. package/Loading/sceneLoader.js +56 -22
  114. package/Loading/sceneLoader.js.map +1 -1
  115. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +15 -1
  116. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +34 -7
  117. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  118. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +1 -0
  119. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  120. package/Materials/Node/Blocks/Dual/fogBlock.js +1 -0
  121. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  122. package/Materials/Node/Blocks/Dual/lightBlock.js +1 -0
  123. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  124. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +1 -0
  125. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  126. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +1 -0
  127. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  128. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +1 -0
  129. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  130. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +1 -0
  131. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  132. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -0
  133. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  134. package/Materials/Node/Blocks/Vertex/bonesBlock.js +1 -0
  135. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  136. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +1 -0
  137. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  138. package/Materials/Node/nodeMaterial.js +11 -3
  139. package/Materials/Node/nodeMaterial.js.map +1 -1
  140. package/Materials/Node/nodeMaterialBuildState.js +1 -0
  141. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  142. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js +1 -0
  143. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js.map +1 -1
  144. package/Materials/Textures/Loaders/basisTextureLoader.js +4 -0
  145. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  146. package/Materials/Textures/Loaders/envTextureLoader.js +1 -0
  147. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  148. package/Materials/Textures/Loaders/exrTextureLoader.js +2 -0
  149. package/Materials/Textures/Loaders/exrTextureLoader.js.map +1 -1
  150. package/Materials/Textures/Loaders/ktxTextureLoader.js +1 -0
  151. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  152. package/Materials/Textures/Loaders/textureLoaderManager.js +9 -9
  153. package/Materials/Textures/Loaders/textureLoaderManager.js.map +1 -1
  154. package/Materials/Textures/Packer/packer.js +3 -1
  155. package/Materials/Textures/Packer/packer.js.map +1 -1
  156. package/Materials/Textures/Procedurals/proceduralTexture.js +1 -0
  157. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  158. package/Materials/Textures/baseTexture.polynomial.js +1 -0
  159. package/Materials/Textures/baseTexture.polynomial.js.map +1 -1
  160. package/Materials/Textures/hdrCubeTexture.js +1 -0
  161. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  162. package/Materials/Textures/internalTexture.js +1 -0
  163. package/Materials/Textures/internalTexture.js.map +1 -1
  164. package/Materials/Textures/rawCubeTexture.js +3 -0
  165. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  166. package/Materials/Textures/renderTargetTexture.js +2 -0
  167. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  168. package/Materials/Textures/videoTexture.js +6 -0
  169. package/Materials/Textures/videoTexture.js.map +1 -1
  170. package/Materials/effect.js +2 -1
  171. package/Materials/effect.js.map +1 -1
  172. package/Materials/effect.webgl.functions.js +3 -1
  173. package/Materials/effect.webgl.functions.js.map +1 -1
  174. package/Materials/effectRenderer.js +1 -0
  175. package/Materials/effectRenderer.js.map +1 -1
  176. package/Materials/material.js +2 -1
  177. package/Materials/material.js.map +1 -1
  178. package/Materials/shaderMaterial.js +4 -2
  179. package/Materials/shaderMaterial.js.map +1 -1
  180. package/Meshes/Compression/dracoCodec.js +5 -1
  181. package/Meshes/Compression/dracoCodec.js.map +1 -1
  182. package/Meshes/Compression/dracoCompression.js +4 -3
  183. package/Meshes/Compression/dracoCompression.js.map +1 -1
  184. package/Meshes/Compression/dracoCompressionWorker.js +5 -2
  185. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  186. package/Meshes/Compression/dracoDecoder.js +5 -1
  187. package/Meshes/Compression/dracoDecoder.js.map +1 -1
  188. package/Meshes/Compression/dracoEncoder.js +3 -2
  189. package/Meshes/Compression/dracoEncoder.js.map +1 -1
  190. package/Meshes/Compression/meshoptCompression.js +18 -18
  191. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  192. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +14 -15
  193. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  194. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js +20 -10
  195. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
  196. package/Meshes/Node/Blocks/booleanGeometryBlock.js +1 -0
  197. package/Meshes/Node/Blocks/booleanGeometryBlock.js.map +1 -1
  198. package/Meshes/Node/nodeGeometry.js +5 -1
  199. package/Meshes/Node/nodeGeometry.js.map +1 -1
  200. package/Meshes/mesh.js +2 -2
  201. package/Meshes/mesh.js.map +1 -1
  202. package/Meshes/meshUVSpaceRenderer.js +1 -0
  203. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  204. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +1 -0
  205. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  206. package/Misc/assetsManager.js +2 -1
  207. package/Misc/assetsManager.js.map +1 -1
  208. package/Misc/asyncLock.js +5 -2
  209. package/Misc/asyncLock.js.map +1 -1
  210. package/Misc/basis.js +9 -2
  211. package/Misc/basis.js.map +1 -1
  212. package/Misc/basisWorker.js +3 -1
  213. package/Misc/basisWorker.js.map +1 -1
  214. package/Misc/copyTextureToTexture.js +1 -0
  215. package/Misc/copyTextureToTexture.js.map +1 -1
  216. package/Misc/coroutine.js +2 -1
  217. package/Misc/coroutine.js.map +1 -1
  218. package/Misc/dataReader.js +3 -4
  219. package/Misc/dataReader.js.map +1 -1
  220. package/Misc/dumpTools.js +7 -1
  221. package/Misc/dumpTools.js.map +1 -1
  222. package/Misc/environmentTextureTools.d.ts +0 -2
  223. package/Misc/environmentTextureTools.js +20 -7
  224. package/Misc/environmentTextureTools.js.map +1 -1
  225. package/Misc/equirectangularCapture.js +2 -1
  226. package/Misc/equirectangularCapture.js.map +1 -1
  227. package/Misc/fileTools.js +2 -0
  228. package/Misc/fileTools.js.map +1 -1
  229. package/Misc/filesInput.js +5 -1
  230. package/Misc/filesInput.js.map +1 -1
  231. package/Misc/khronosTextureContainer2.js +10 -3
  232. package/Misc/khronosTextureContainer2.js.map +1 -1
  233. package/Misc/khronosTextureContainer2Worker.js +4 -1
  234. package/Misc/khronosTextureContainer2Worker.js.map +1 -1
  235. package/Misc/minMaxReducer.js +1 -0
  236. package/Misc/minMaxReducer.js.map +1 -1
  237. package/Misc/observable.extensions.js +3 -1
  238. package/Misc/observable.extensions.js.map +1 -1
  239. package/Misc/observable.js +2 -0
  240. package/Misc/observable.js.map +1 -1
  241. package/Misc/observableCoroutine.js +1 -0
  242. package/Misc/observableCoroutine.js.map +1 -1
  243. package/Misc/reflector.js +1 -0
  244. package/Misc/reflector.js.map +1 -1
  245. package/Misc/rgbdTextureTools.js +2 -1
  246. package/Misc/rgbdTextureTools.js.map +1 -1
  247. package/Misc/sceneSerializer.js +2 -2
  248. package/Misc/sceneSerializer.js.map +1 -1
  249. package/Misc/screenshotTools.js +9 -4
  250. package/Misc/screenshotTools.js.map +1 -1
  251. package/Misc/textureTools.js +2 -0
  252. package/Misc/textureTools.js.map +1 -1
  253. package/Misc/tools.internals.js +2 -1
  254. package/Misc/tools.internals.js.map +1 -1
  255. package/Misc/tools.js +9 -3
  256. package/Misc/tools.js.map +1 -1
  257. package/Misc/videoRecorder.js +1 -0
  258. package/Misc/videoRecorder.js.map +1 -1
  259. package/Misc/webRequest.fetch.js +2 -1
  260. package/Misc/webRequest.fetch.js.map +1 -1
  261. package/Misc/workerPool.js +3 -0
  262. package/Misc/workerPool.js.map +1 -1
  263. package/Particles/flowMap.js +1 -1
  264. package/Particles/flowMap.js.map +1 -1
  265. package/Particles/particleHelper.js +7 -0
  266. package/Particles/particleHelper.js.map +1 -1
  267. package/Particles/pointsCloudSystem.js +7 -7
  268. package/Particles/pointsCloudSystem.js.map +1 -1
  269. package/Particles/thinParticleSystem.js +2 -0
  270. package/Particles/thinParticleSystem.js.map +1 -1
  271. package/Physics/physicsHelper.js +2 -2
  272. package/Physics/physicsHelper.js.map +1 -1
  273. package/Physics/v1/Plugins/oimoJSPlugin.js +1 -1
  274. package/Physics/v1/Plugins/oimoJSPlugin.js.map +1 -1
  275. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +1 -0
  276. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  277. package/Rendering/GlobalIllumination/giRSMManager.js +1 -0
  278. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  279. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +1 -0
  280. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  281. package/Rendering/depthRenderer.js +1 -0
  282. package/Rendering/depthRenderer.js.map +1 -1
  283. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +3 -1
  284. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  285. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
  286. package/Rendering/geometryBufferRenderer.js +1 -0
  287. package/Rendering/geometryBufferRenderer.js.map +1 -1
  288. package/Rendering/iblCdfGenerator.js +4 -1
  289. package/Rendering/iblCdfGenerator.js.map +1 -1
  290. package/Sprites/spriteManager.js +5 -1
  291. package/Sprites/spriteManager.js.map +1 -1
  292. package/Sprites/spriteRenderer.js +1 -0
  293. package/Sprites/spriteRenderer.js.map +1 -1
  294. package/XR/features/WebXRAnchorSystem.js +4 -3
  295. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  296. package/XR/features/WebXRDepthSensing.js +1 -1
  297. package/XR/features/WebXRDepthSensing.js.map +1 -1
  298. package/XR/features/WebXRHandTracking.js +4 -1
  299. package/XR/features/WebXRHandTracking.js.map +1 -1
  300. package/XR/features/WebXRHitTest.js +4 -1
  301. package/XR/features/WebXRHitTest.js.map +1 -1
  302. package/XR/features/WebXRHitTestLegacy.js +6 -5
  303. package/XR/features/WebXRHitTestLegacy.js.map +1 -1
  304. package/XR/features/WebXRImageTracking.js +2 -1
  305. package/XR/features/WebXRImageTracking.js.map +1 -1
  306. package/XR/features/WebXRLightEstimation.js +3 -0
  307. package/XR/features/WebXRLightEstimation.js.map +1 -1
  308. package/XR/features/WebXRNearInteraction.js +2 -0
  309. package/XR/features/WebXRNearInteraction.js.map +1 -1
  310. package/XR/features/WebXRPlaneDetector.js +2 -2
  311. package/XR/features/WebXRPlaneDetector.js.map +1 -1
  312. package/XR/motionController/webXRAbstractMotionController.js +3 -2
  313. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  314. package/XR/motionController/webXRMicrosoftMixedRealityController.js +6 -6
  315. package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
  316. package/XR/motionController/webXRMotionControllerManager.js +15 -9
  317. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  318. package/XR/motionController/webXRProfiledMotionController.js +1 -1
  319. package/XR/motionController/webXRProfiledMotionController.js.map +1 -1
  320. package/XR/native/nativeXRFrame.js +1 -0
  321. package/XR/native/nativeXRFrame.js.map +1 -1
  322. package/XR/webXRDefaultExperience.js +10 -12
  323. package/XR/webXRDefaultExperience.js.map +1 -1
  324. package/XR/webXREnterExitUI.js +2 -1
  325. package/XR/webXREnterExitUI.js.map +1 -1
  326. package/XR/webXRExperienceHelper.js +5 -2
  327. package/XR/webXRExperienceHelper.js.map +1 -1
  328. package/XR/webXRFeaturesManager.js +1 -0
  329. package/XR/webXRFeaturesManager.js.map +1 -1
  330. package/XR/webXRInput.js +1 -0
  331. package/XR/webXRInput.js.map +1 -1
  332. package/XR/webXRInputSource.js +2 -0
  333. package/XR/webXRInputSource.js.map +1 -1
  334. package/XR/webXRManagedOutputCanvas.js +5 -1
  335. package/XR/webXRManagedOutputCanvas.js.map +1 -1
  336. package/XR/webXRSessionManager.js +56 -60
  337. package/XR/webXRSessionManager.js.map +1 -1
  338. package/assetContainer.js +28 -28
  339. package/assetContainer.js.map +1 -1
  340. package/package.json +1 -1
  341. package/scene.js +5 -4
  342. package/scene.js.map +1 -1
@@ -88,6 +88,7 @@ export class NodeMaterialBuildState {
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  * Returns the processed, compiled shader code
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  * @returns the raw shader code used by the engine
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  */
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+ // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
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  getProcessedShaderAsync() {
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  if (!this._builtCompilationString) {
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  throw new Error("Shader not built yet.");
@@ -1 +1 @@
1
- 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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport type { NodeMaterialConnectionPoint } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderStore as EngineShaderStore } from \"../../Engines/shaderStore\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\nimport { NodeMaterialModes } from \"./Enums/nodeMaterialModes\";\r\nimport { Process } from \"core/Engines/Processors/shaderProcessor\";\r\nimport type { _IProcessingOptions } from \"core/Engines/Processors/shaderProcessingOptions\";\r\nimport { WebGLShaderProcessor } from \"core/Engines/WebGL/webGLShaderProcessors\";\r\n\r\n/** @internal */\r\nexport const SfeModeDefine = \"USE_SFE_FRAMEWORK\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes: string[] = [];\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms: string[] = [];\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants: string[] = [];\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers: string[] = [];\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted prePass outputs - if using the prepass\r\n */\r\n public prePassOutput: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _terminalBlocks: Set<NodeMaterialBlock> = new Set();\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Gets the current shader language to use\r\n */\r\n public get shaderLanguage() {\r\n return this.sharedData.nodeMaterial.shaderLanguage;\r\n }\r\n\r\n /** Gets suffix to add behind type casting */\r\n public get fSuffix() {\r\n return this.shaderLanguage === ShaderLanguage.WGSL ? \"f\" : \"\";\r\n }\r\n\r\n /**\r\n * Gets whether the current compilation should inject SFE syntax or not\r\n */\r\n public get isSFEMode() {\r\n return this.sharedData.nodeMaterial.mode === NodeMaterialModes.SFE;\r\n }\r\n\r\n /**\r\n * Returns the processed, compiled shader code\r\n * @returns the raw shader code used by the engine\r\n */\r\n public getProcessedShaderAsync(): Promise<string> {\r\n if (!this._builtCompilationString) {\r\n throw new Error(\"Shader not built yet.\");\r\n }\r\n\r\n const engine = this.sharedData.nodeMaterial.getScene().getEngine();\r\n const options: _IProcessingOptions = {\r\n defines: [],\r\n indexParameters: undefined,\r\n isFragment: this.target === NodeMaterialBlockTargets.Fragment,\r\n shouldUseHighPrecisionShader: engine._shouldUseHighPrecisionShader,\r\n processor: engine._getShaderProcessor(this.shaderLanguage),\r\n supportsUniformBuffers: engine.supportsUniformBuffers,\r\n shadersRepository: EngineShaderStore.GetShadersRepository(this.shaderLanguage),\r\n includesShadersStore: EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage),\r\n version: (engine.version * 100).toString(),\r\n platformName: engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: engine.useReverseDepthBuffer,\r\n };\r\n\r\n // Export WebGL2 shaders with WebGL1 syntax for max compatibility\r\n if (!engine.isWebGPU && engine.version > 1.0) {\r\n options.processor = new WebGLShaderProcessor();\r\n }\r\n\r\n // For SFE, use the SFE define to toggle the SFE syntax in the shader\r\n if (this.isSFEMode) {\r\n options.defines.push(SfeModeDefine);\r\n }\r\n\r\n return new Promise((resolve) => {\r\n Process(\r\n this._builtCompilationString,\r\n options,\r\n (migratedCode, _) => {\r\n resolve(migratedCode);\r\n },\r\n engine\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n let entryPointString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}`;\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (isFragmentMode) {\r\n entryPointString = `@fragment\\nfn main(input: FragmentInputs) -> FragmentOutputs {\\n${this.sharedData.varyingInitializationsFragment}`;\r\n } else {\r\n entryPointString = `@vertex\\nfn main(input: VertexInputs) -> FragmentInputs{\\n`;\r\n }\r\n } else if (this.isSFEMode) {\r\n // SFE: Replace the entry with a helper function\r\n entryPointString += `#ifdef ${SfeModeDefine}\\n`;\r\n entryPointString += `vec4 nmeMain(vec2 vUV) { // main\\n`;\r\n entryPointString += `#else\\n`;\r\n entryPointString += `void main(void) {\\n`;\r\n entryPointString += `#endif\\n`;\r\n } else {\r\n entryPointString = `void main(void) {\\n`;\r\n }\r\n\r\n this.compilationString = entryPointString + this.compilationString;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Constants\\n\" : \"\"}${this._constantDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\n`;\r\n }\r\n this.compilationString = `\\n${functionCode}\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Varyings\\n\" : \"\"}${isFragmentMode ? this.sharedData.varyingDeclarationFragment : this.sharedData.varyingDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Samplers\\n\" : \"\"}${this._samplerDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Uniforms\\n\" : \"\"}${this._uniformDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Attributes\\n\" : \"\"}${this._attributeDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this.shaderLanguage !== ShaderLanguage.WGSL) {\r\n this.compilationString = \"precision highp float;\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defined(WEBGPU)\\nprecision highp sampler2DArray;\\n#endif\\n\" + this.compilationString;\r\n\r\n if (isFragmentMode) {\r\n this.compilationString =\r\n \"#if defined(PREPASS)\\r\\n#extension GL_EXT_draw_buffers : require\\r\\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\\r\\nhighp vec4 gl_FragColor;\\r\\n#endif\\r\\n\" +\r\n this.compilationString;\r\n }\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\n${extension}\\n${this.compilationString}`;\r\n }\r\n }\r\n\r\n if (this.isSFEMode) {\r\n this.compilationString = `\\n// { \"smartFilterBlockType\": \"${this.sharedData.nodeMaterial.name}\", \"namespace\": \"Babylon.NME.Test\" }\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = prefix.replace(/[^a-zA-Z_]+/g, \"\");\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string, define = \"\", force = false, annotation?: string) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform sampler2D ${name}; ${annotation ? annotation : \"\"}\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCubeSampler(name: string, define = \"\", force = false) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_cube<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform samplerCube ${name};\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getShaderType(type: NodeMaterialBlockConnectionPointTypes) {\r\n const isWGSL = this.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return isWGSL ? \"f32\" : \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return isWGSL ? \"i32\" : \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return isWGSL ? \"vec2f\" : \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return isWGSL ? \"vec3f\" : \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return isWGSL ? \"vec4f\" : \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return isWGSL ? \"mat4x4f\" : \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\n${extension}\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n }\r\n\r\n let code = store[includeName] + \"\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = store[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?attribute .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?uniform .*?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?(varying|in) .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n const shaderType = this._getShaderType(type);\r\n\r\n const emitCode = (forFragment = false) => {\r\n let code = \"\";\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n code += `#if ${define}\\n`;\r\n } else {\r\n code += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n switch (shaderType) {\r\n case \"mat4x4f\":\r\n // We can't pass a matrix as a varying in WGSL, so we need to split it into 4 vectors\r\n code += `varying ${name}_r0: vec4f;\\n`;\r\n code += `varying ${name}_r1: vec4f;\\n`;\r\n code += `varying ${name}_r2: vec4f;\\n`;\r\n code += `varying ${name}_r3: vec4f;\\n`;\r\n\r\n if (forFragment) {\r\n code += `var<private> ${name}: mat4x4f;\\n`;\r\n this.sharedData.varyingInitializationsFragment += `${name} = mat4x4f(fragmentInputs.${name}_r0, fragmentInputs.${name}_r1, fragmentInputs.${name}_r2, fragmentInputs.${name}_r3);\\n`;\r\n }\r\n break;\r\n default:\r\n code += `varying ${name}: ${shaderType};\\n`;\r\n break;\r\n }\r\n } else {\r\n code += `varying ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n code += `#endif\\n`;\r\n }\r\n return code;\r\n };\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this.sharedData.varyingDeclaration += emitCode(false);\r\n this.sharedData.varyingDeclarationFragment += emitCode(true);\r\n } else {\r\n const code = emitCode();\r\n this.sharedData.varyingDeclaration += code;\r\n this.sharedData.varyingDeclarationFragment += code;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getVaryingName(name: string): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return (this.target !== NodeMaterialBlockTargets.Fragment ? \"vertexOutputs.\" : \"fragmentInputs.\") + name;\r\n }\r\n\r\n return name;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false, annotation?: string) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n if (annotation) {\r\n this._uniformDeclaration += `${annotation}\\n`;\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._uniformDeclaration += `uniform ${name}: ${shaderType};\\n`;\r\n } else {\r\n this._uniformDeclaration += `uniform ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTernary(trueStatement: string, falseStatement: string, condition: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `select(${falseStatement}, ${trueStatement}, ${condition})`;\r\n }\r\n\r\n return `(${condition}) ? ${trueStatement} : ${falseStatement}`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareOutput(output: NodeMaterialConnectionPoint, isConst?: boolean): string {\r\n return this._declareLocalVar(output.associatedVariableName, output.type, isConst);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${isConst ? \"const\" : \"var\"} ${name}: ${this._getShaderType(type)}`;\r\n } else {\r\n return `${isConst ? \"const \" : \"\"}${this._getShaderType(type)} ${name}`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerCubeFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"textureCube\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"texture2D\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerLODFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSampleLevel\";\r\n }\r\n return \"texture2DLodEXT\";\r\n }\r\n\r\n public _toLinearSpace(output: NodeMaterialConnectionPoint) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (output.type === NodeMaterialBlockConnectionPointTypes.Color3 || output.type === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return `toLinearSpaceVec3(${output.associatedVariableName})`;\r\n }\r\n\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSample(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerLODFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerLODFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCube(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCubeLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n private _convertVariableDeclarationToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\s+(\\\\w+)`, \"g\"), `var $2: ${dest}`);\r\n }\r\n\r\n private _convertVariableConstructorsToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\(`, \"g\"), ` ${dest}(`);\r\n }\r\n\r\n private _convertOutParametersToWGSL(source: string): string {\r\n return source.replace(new RegExp(`out\\\\s+var\\\\s+(\\\\w+)\\\\s*:\\\\s*(\\\\w+)`, \"g\"), `$1: ptr<function, $2>`);\r\n }\r\n\r\n private _convertTernaryOperandsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.*?)\\\\?(.*?):(.*)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `select(${falseCase}, ${trueCase}, ${condition})`);\r\n }\r\n\r\n private _convertModOperatorsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`mod\\\\((.+?),\\\\s*(.+?)\\\\)`, \"g\"), (match, left, right) => `((${left})%(${right}))`);\r\n }\r\n\r\n private _convertConstToWGSL(source: string): string {\r\n return source.replace(new RegExp(`const var`, \"g\"), `const`);\r\n }\r\n\r\n private _convertInnerFunctionsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`inversesqrt`, \"g\"), `inverseSqrt`);\r\n }\r\n\r\n private _convertFunctionsToWGSL(source: string): string {\r\n const regex = /var\\s+(\\w+)\\s*:\\s*(\\w+)\\((.*)\\)/g;\r\n\r\n let match: RegExpMatchArray | null;\r\n while ((match = regex.exec(source)) !== null) {\r\n const funcName = match[1];\r\n const funcType = match[2];\r\n const params = match[3]; // All parameters as a single string\r\n\r\n // Processing the parameters to match 'name: type' format\r\n const formattedParams = params.replace(/var\\s/g, \"\");\r\n\r\n // Constructing the final output string\r\n source = source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);\r\n }\r\n return source;\r\n }\r\n\r\n public _babylonSLtoWGSL(code: string) {\r\n // variable declarations\r\n code = this._convertVariableDeclarationToWGSL(\"void\", \"voidnull\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"bool\", \"bool\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"int\", \"i32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"uint\", \"u32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Type constructors\r\n code = this._convertVariableConstructorsToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Ternary operands\r\n code = this._convertTernaryOperandsToWGSL(code);\r\n\r\n // Mod operators\r\n code = this._convertModOperatorsToWGSL(code);\r\n\r\n // Const\r\n code = this._convertConstToWGSL(code);\r\n\r\n // Inner functions\r\n code = this._convertInnerFunctionsToWGSL(code);\r\n\r\n // Out paramters\r\n code = this._convertOutParametersToWGSL(code);\r\n code = code.replace(/\\[\\*\\]/g, \"*\");\r\n\r\n // Functions\r\n code = this._convertFunctionsToWGSL(code);\r\n\r\n // Remove voidnull\r\n code = code.replace(/\\s->\\svoidnull/g, \"\");\r\n\r\n // Derivatives\r\n code = code.replace(/dFdx/g, \"dpdx\");\r\n code = code.replace(/dFdy/g, \"dpdy\");\r\n\r\n return code;\r\n }\r\n\r\n private _convertTernaryOperandsToGLSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.+?)\\\\?(.+?):(.+)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `${condition} ? ${trueCase} : ${falseCase}`);\r\n }\r\n\r\n public _babylonSLtoGLSL(code: string) {\r\n /** Remove BSL specifics */\r\n code = code.replace(/\\[\\*\\]/g, \"\");\r\n code = this._convertTernaryOperandsToGLSL(code);\r\n\r\n return code;\r\n }\r\n}\r\n"]}
1
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport type { NodeMaterialConnectionPoint } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderStore as EngineShaderStore } from \"../../Engines/shaderStore\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\nimport { NodeMaterialModes } from \"./Enums/nodeMaterialModes\";\r\nimport { Process } from \"core/Engines/Processors/shaderProcessor\";\r\nimport type { _IProcessingOptions } from \"core/Engines/Processors/shaderProcessingOptions\";\r\nimport { WebGLShaderProcessor } from \"core/Engines/WebGL/webGLShaderProcessors\";\r\n\r\n/** @internal */\r\nexport const SfeModeDefine = \"USE_SFE_FRAMEWORK\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes: string[] = [];\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms: string[] = [];\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants: string[] = [];\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers: string[] = [];\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted prePass outputs - if using the prepass\r\n */\r\n public prePassOutput: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _terminalBlocks: Set<NodeMaterialBlock> = new Set();\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Gets the current shader language to use\r\n */\r\n public get shaderLanguage() {\r\n return this.sharedData.nodeMaterial.shaderLanguage;\r\n }\r\n\r\n /** Gets suffix to add behind type casting */\r\n public get fSuffix() {\r\n return this.shaderLanguage === ShaderLanguage.WGSL ? \"f\" : \"\";\r\n }\r\n\r\n /**\r\n * Gets whether the current compilation should inject SFE syntax or not\r\n */\r\n public get isSFEMode() {\r\n return this.sharedData.nodeMaterial.mode === NodeMaterialModes.SFE;\r\n }\r\n\r\n /**\r\n * Returns the processed, compiled shader code\r\n * @returns the raw shader code used by the engine\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public getProcessedShaderAsync(): Promise<string> {\r\n if (!this._builtCompilationString) {\r\n throw new Error(\"Shader not built yet.\");\r\n }\r\n\r\n const engine = this.sharedData.nodeMaterial.getScene().getEngine();\r\n const options: _IProcessingOptions = {\r\n defines: [],\r\n indexParameters: undefined,\r\n isFragment: this.target === NodeMaterialBlockTargets.Fragment,\r\n shouldUseHighPrecisionShader: engine._shouldUseHighPrecisionShader,\r\n processor: engine._getShaderProcessor(this.shaderLanguage),\r\n supportsUniformBuffers: engine.supportsUniformBuffers,\r\n shadersRepository: EngineShaderStore.GetShadersRepository(this.shaderLanguage),\r\n includesShadersStore: EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage),\r\n version: (engine.version * 100).toString(),\r\n platformName: engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: engine.useReverseDepthBuffer,\r\n };\r\n\r\n // Export WebGL2 shaders with WebGL1 syntax for max compatibility\r\n if (!engine.isWebGPU && engine.version > 1.0) {\r\n options.processor = new WebGLShaderProcessor();\r\n }\r\n\r\n // For SFE, use the SFE define to toggle the SFE syntax in the shader\r\n if (this.isSFEMode) {\r\n options.defines.push(SfeModeDefine);\r\n }\r\n\r\n return new Promise((resolve) => {\r\n Process(\r\n this._builtCompilationString,\r\n options,\r\n (migratedCode, _) => {\r\n resolve(migratedCode);\r\n },\r\n engine\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n let entryPointString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}`;\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (isFragmentMode) {\r\n entryPointString = `@fragment\\nfn main(input: FragmentInputs) -> FragmentOutputs {\\n${this.sharedData.varyingInitializationsFragment}`;\r\n } else {\r\n entryPointString = `@vertex\\nfn main(input: VertexInputs) -> FragmentInputs{\\n`;\r\n }\r\n } else if (this.isSFEMode) {\r\n // SFE: Replace the entry with a helper function\r\n entryPointString += `#ifdef ${SfeModeDefine}\\n`;\r\n entryPointString += `vec4 nmeMain(vec2 vUV) { // main\\n`;\r\n entryPointString += `#else\\n`;\r\n entryPointString += `void main(void) {\\n`;\r\n entryPointString += `#endif\\n`;\r\n } else {\r\n entryPointString = `void main(void) {\\n`;\r\n }\r\n\r\n this.compilationString = entryPointString + this.compilationString;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Constants\\n\" : \"\"}${this._constantDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\n`;\r\n }\r\n this.compilationString = `\\n${functionCode}\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Varyings\\n\" : \"\"}${isFragmentMode ? this.sharedData.varyingDeclarationFragment : this.sharedData.varyingDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Samplers\\n\" : \"\"}${this._samplerDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Uniforms\\n\" : \"\"}${this._uniformDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Attributes\\n\" : \"\"}${this._attributeDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this.shaderLanguage !== ShaderLanguage.WGSL) {\r\n this.compilationString = \"precision highp float;\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defined(WEBGPU)\\nprecision highp sampler2DArray;\\n#endif\\n\" + this.compilationString;\r\n\r\n if (isFragmentMode) {\r\n this.compilationString =\r\n \"#if defined(PREPASS)\\r\\n#extension GL_EXT_draw_buffers : require\\r\\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\\r\\nhighp vec4 gl_FragColor;\\r\\n#endif\\r\\n\" +\r\n this.compilationString;\r\n }\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\n${extension}\\n${this.compilationString}`;\r\n }\r\n }\r\n\r\n if (this.isSFEMode) {\r\n this.compilationString = `\\n// { \"smartFilterBlockType\": \"${this.sharedData.nodeMaterial.name}\", \"namespace\": \"Babylon.NME.Test\" }\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = prefix.replace(/[^a-zA-Z_]+/g, \"\");\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string, define = \"\", force = false, annotation?: string) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform sampler2D ${name}; ${annotation ? annotation : \"\"}\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCubeSampler(name: string, define = \"\", force = false) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_cube<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform samplerCube ${name};\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getShaderType(type: NodeMaterialBlockConnectionPointTypes) {\r\n const isWGSL = this.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return isWGSL ? \"f32\" : \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return isWGSL ? \"i32\" : \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return isWGSL ? \"vec2f\" : \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return isWGSL ? \"vec3f\" : \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return isWGSL ? \"vec4f\" : \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return isWGSL ? \"mat4x4f\" : \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\n${extension}\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n }\r\n\r\n let code = store[includeName] + \"\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = store[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?attribute .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?uniform .*?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?(varying|in) .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n const shaderType = this._getShaderType(type);\r\n\r\n const emitCode = (forFragment = false) => {\r\n let code = \"\";\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n code += `#if ${define}\\n`;\r\n } else {\r\n code += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n switch (shaderType) {\r\n case \"mat4x4f\":\r\n // We can't pass a matrix as a varying in WGSL, so we need to split it into 4 vectors\r\n code += `varying ${name}_r0: vec4f;\\n`;\r\n code += `varying ${name}_r1: vec4f;\\n`;\r\n code += `varying ${name}_r2: vec4f;\\n`;\r\n code += `varying ${name}_r3: vec4f;\\n`;\r\n\r\n if (forFragment) {\r\n code += `var<private> ${name}: mat4x4f;\\n`;\r\n this.sharedData.varyingInitializationsFragment += `${name} = mat4x4f(fragmentInputs.${name}_r0, fragmentInputs.${name}_r1, fragmentInputs.${name}_r2, fragmentInputs.${name}_r3);\\n`;\r\n }\r\n break;\r\n default:\r\n code += `varying ${name}: ${shaderType};\\n`;\r\n break;\r\n }\r\n } else {\r\n code += `varying ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n code += `#endif\\n`;\r\n }\r\n return code;\r\n };\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this.sharedData.varyingDeclaration += emitCode(false);\r\n this.sharedData.varyingDeclarationFragment += emitCode(true);\r\n } else {\r\n const code = emitCode();\r\n this.sharedData.varyingDeclaration += code;\r\n this.sharedData.varyingDeclarationFragment += code;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getVaryingName(name: string): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return (this.target !== NodeMaterialBlockTargets.Fragment ? \"vertexOutputs.\" : \"fragmentInputs.\") + name;\r\n }\r\n\r\n return name;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false, annotation?: string) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n if (annotation) {\r\n this._uniformDeclaration += `${annotation}\\n`;\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._uniformDeclaration += `uniform ${name}: ${shaderType};\\n`;\r\n } else {\r\n this._uniformDeclaration += `uniform ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTernary(trueStatement: string, falseStatement: string, condition: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `select(${falseStatement}, ${trueStatement}, ${condition})`;\r\n }\r\n\r\n return `(${condition}) ? ${trueStatement} : ${falseStatement}`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareOutput(output: NodeMaterialConnectionPoint, isConst?: boolean): string {\r\n return this._declareLocalVar(output.associatedVariableName, output.type, isConst);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${isConst ? \"const\" : \"var\"} ${name}: ${this._getShaderType(type)}`;\r\n } else {\r\n return `${isConst ? \"const \" : \"\"}${this._getShaderType(type)} ${name}`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerCubeFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"textureCube\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"texture2D\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerLODFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSampleLevel\";\r\n }\r\n return \"texture2DLodEXT\";\r\n }\r\n\r\n public _toLinearSpace(output: NodeMaterialConnectionPoint) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (output.type === NodeMaterialBlockConnectionPointTypes.Color3 || output.type === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return `toLinearSpaceVec3(${output.associatedVariableName})`;\r\n }\r\n\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSample(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerLODFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerLODFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCube(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCubeLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n private _convertVariableDeclarationToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\s+(\\\\w+)`, \"g\"), `var $2: ${dest}`);\r\n }\r\n\r\n private _convertVariableConstructorsToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\(`, \"g\"), ` ${dest}(`);\r\n }\r\n\r\n private _convertOutParametersToWGSL(source: string): string {\r\n return source.replace(new RegExp(`out\\\\s+var\\\\s+(\\\\w+)\\\\s*:\\\\s*(\\\\w+)`, \"g\"), `$1: ptr<function, $2>`);\r\n }\r\n\r\n private _convertTernaryOperandsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.*?)\\\\?(.*?):(.*)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `select(${falseCase}, ${trueCase}, ${condition})`);\r\n }\r\n\r\n private _convertModOperatorsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`mod\\\\((.+?),\\\\s*(.+?)\\\\)`, \"g\"), (match, left, right) => `((${left})%(${right}))`);\r\n }\r\n\r\n private _convertConstToWGSL(source: string): string {\r\n return source.replace(new RegExp(`const var`, \"g\"), `const`);\r\n }\r\n\r\n private _convertInnerFunctionsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`inversesqrt`, \"g\"), `inverseSqrt`);\r\n }\r\n\r\n private _convertFunctionsToWGSL(source: string): string {\r\n const regex = /var\\s+(\\w+)\\s*:\\s*(\\w+)\\((.*)\\)/g;\r\n\r\n let match: RegExpMatchArray | null;\r\n while ((match = regex.exec(source)) !== null) {\r\n const funcName = match[1];\r\n const funcType = match[2];\r\n const params = match[3]; // All parameters as a single string\r\n\r\n // Processing the parameters to match 'name: type' format\r\n const formattedParams = params.replace(/var\\s/g, \"\");\r\n\r\n // Constructing the final output string\r\n source = source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);\r\n }\r\n return source;\r\n }\r\n\r\n public _babylonSLtoWGSL(code: string) {\r\n // variable declarations\r\n code = this._convertVariableDeclarationToWGSL(\"void\", \"voidnull\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"bool\", \"bool\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"int\", \"i32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"uint\", \"u32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Type constructors\r\n code = this._convertVariableConstructorsToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Ternary operands\r\n code = this._convertTernaryOperandsToWGSL(code);\r\n\r\n // Mod operators\r\n code = this._convertModOperatorsToWGSL(code);\r\n\r\n // Const\r\n code = this._convertConstToWGSL(code);\r\n\r\n // Inner functions\r\n code = this._convertInnerFunctionsToWGSL(code);\r\n\r\n // Out paramters\r\n code = this._convertOutParametersToWGSL(code);\r\n code = code.replace(/\\[\\*\\]/g, \"*\");\r\n\r\n // Functions\r\n code = this._convertFunctionsToWGSL(code);\r\n\r\n // Remove voidnull\r\n code = code.replace(/\\s->\\svoidnull/g, \"\");\r\n\r\n // Derivatives\r\n code = code.replace(/dFdx/g, \"dpdx\");\r\n code = code.replace(/dFdy/g, \"dpdy\");\r\n\r\n return code;\r\n }\r\n\r\n private _convertTernaryOperandsToGLSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.+?)\\\\?(.+?):(.+)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `${condition} ? ${trueCase} : ${falseCase}`);\r\n }\r\n\r\n public _babylonSLtoGLSL(code: string) {\r\n /** Remove BSL specifics */\r\n code = code.replace(/\\[\\*\\]/g, \"\");\r\n code = this._convertTernaryOperandsToGLSL(code);\r\n\r\n return code;\r\n }\r\n}\r\n"]}
@@ -164,6 +164,7 @@ export class HDRIrradianceFiltering {
164
164
  await this._effectWrapper.effect.whenCompiledAsync();
165
165
  const irradianceTexture = this._prefilterInternal(texture);
166
166
  if (this.useCdf) {
167
+ // eslint-disable-next-line github/no-then
167
168
  await this._cdfGenerator.findDominantDirection().then((dir) => {
168
169
  irradianceTexture._dominantDirection = dir;
169
170
  });
@@ -1 +1 @@
1
- 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{ Vector3 } from \"../../../Maths/math\";\r\nimport { ILog2 } from \"../../../Maths/math.scalar.functions\";\r\nimport { BaseTexture } from \"../baseTexture\";\r\nimport type { AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { EffectWrapper, EffectRenderer } from \"../../../Materials/effectRenderer\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { RenderTargetWrapper } from \"../../../Engines/renderTargetWrapper\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { IblCdfGenerator } from \"../../../Rendering/iblCdfGenerator\";\r\n\r\n/**\r\n * Options for texture filtering\r\n */\r\ninterface IHDRIrradianceFilteringOptions {\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n hdrScale?: number;\r\n\r\n /**\r\n * Quality of the filter. Should be `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` for prefiltering\r\n */\r\n quality?: number;\r\n\r\n /**\r\n * Use the Cumulative Distribution Function (CDF) for filtering\r\n */\r\n useCdf?: boolean;\r\n}\r\n\r\n/**\r\n * Filters HDR maps to get correct renderings of PBR reflections\r\n */\r\nexport class HDRIrradianceFiltering {\r\n private _engine: AbstractEngine;\r\n private _effectRenderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n private _cdfGenerator: IblCdfGenerator;\r\n\r\n /**\r\n * Quality switch for prefiltering. Should be set to `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` unless\r\n * you care about baking speed.\r\n */\r\n public quality: number = Constants.TEXTURE_FILTERING_QUALITY_OFFLINE;\r\n\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n public hdrScale: number = 1;\r\n\r\n /**\r\n * Use the Cumulative Distribution Function (CDF) for filtering\r\n */\r\n public useCdf: boolean = false;\r\n\r\n /**\r\n * Instantiates HDR filter for irradiance map\r\n *\r\n * @param engine Thin engine\r\n * @param options Options\r\n */\r\n constructor(engine: AbstractEngine, options: IHDRIrradianceFilteringOptions = {}) {\r\n // pass\r\n this._engine = engine;\r\n this.hdrScale = options.hdrScale || this.hdrScale;\r\n this.quality = options.quality || this.quality;\r\n this.useCdf = options.useCdf || this.useCdf;\r\n }\r\n\r\n private _createRenderTarget(size: number): RenderTargetWrapper {\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (this._engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n const rtWrapper = this._engine.createRenderTargetCubeTexture(size, {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: textureType,\r\n createMipMaps: false,\r\n generateMipMaps: false,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n label: \"HDR_Irradiance_Filtering_Target\",\r\n });\r\n this._engine.updateTextureWrappingMode(rtWrapper.texture!, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE);\r\n\r\n return rtWrapper;\r\n }\r\n\r\n private _prefilterInternal(texture: BaseTexture): BaseTexture {\r\n const width = texture.getSize().width;\r\n const mipmapsCount = ILog2(width);\r\n\r\n const effect = this._effectWrapper.effect;\r\n // Choose a power of 2 size for the irradiance map.\r\n // It can be much smaller than the original texture.\r\n const irradianceSize = Math.max(32, 1 << ILog2(width >> 3));\r\n const outputTexture = this._createRenderTarget(irradianceSize);\r\n this._effectRenderer.saveStates();\r\n this._effectRenderer.setViewport();\r\n\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n const directions = [\r\n [new Vector3(0, 0, -1), new Vector3(0, -1, 0), new Vector3(1, 0, 0)], // PositiveX\r\n [new Vector3(0, 0, 1), new Vector3(0, -1, 0), new Vector3(-1, 0, 0)], // NegativeX\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0)], // PositiveY\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)], // NegativeY\r\n [new Vector3(1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, 1)], // PositiveZ\r\n [new Vector3(-1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, -1)], // NegativeZ\r\n ];\r\n\r\n effect.setFloat(\"hdrScale\", this.hdrScale);\r\n effect.setFloat2(\"vFilteringInfo\", texture.getSize().width, mipmapsCount);\r\n effect.setTexture(\"inputTexture\", texture);\r\n if (this._cdfGenerator) {\r\n effect.setTexture(\"icdfTexture\", this._cdfGenerator.getIcdfTexture());\r\n }\r\n\r\n for (let face = 0; face < 6; face++) {\r\n effect.setVector3(\"up\", directions[face][0]);\r\n effect.setVector3(\"right\", directions[face][1]);\r\n effect.setVector3(\"front\", directions[face][2]);\r\n\r\n this._engine.bindFramebuffer(outputTexture, face, undefined, undefined, true);\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n this._effectRenderer.draw();\r\n }\r\n\r\n // Cleanup\r\n this._effectRenderer.restoreStates();\r\n this._engine.restoreDefaultFramebuffer();\r\n effect.setTexture(\"inputTexture\", null);\r\n effect.setTexture(\"icdfTexture\", null);\r\n const irradianceTexture = new BaseTexture(texture.getScene(), outputTexture.texture);\r\n irradianceTexture.name = texture.name + \"_irradiance\";\r\n irradianceTexture.displayName = texture.name + \"_irradiance\";\r\n irradianceTexture.gammaSpace = false;\r\n return irradianceTexture;\r\n }\r\n\r\n private _createEffect(texture: BaseTexture, onCompiled?: Nullable<(effect: Effect) => void>): EffectWrapper {\r\n const defines = [];\r\n if (texture.gammaSpace) {\r\n defines.push(\"#define GAMMA_INPUT\");\r\n }\r\n\r\n defines.push(\"#define NUM_SAMPLES \" + this.quality + \"u\"); // unsigned int\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n const samplers = [\"inputTexture\"];\r\n if (this._cdfGenerator) {\r\n samplers.push(\"icdfTexture\");\r\n defines.push(\"#define IBL_CDF_FILTERING\");\r\n }\r\n const effectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n name: \"HDRIrradianceFiltering\",\r\n vertexShader: \"hdrIrradianceFiltering\",\r\n fragmentShader: \"hdrIrradianceFiltering\",\r\n samplerNames: samplers,\r\n uniformNames: [\"vSampleDirections\", \"vWeights\", \"up\", \"right\", \"front\", \"vFilteringInfo\", \"hdrScale\"],\r\n useShaderStore: true,\r\n defines,\r\n onCompiled: onCompiled,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../../ShadersWGSL/hdrIrradianceFiltering.vertex\"), import(\"../../../ShadersWGSL/hdrIrradianceFiltering.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../../Shaders/hdrIrradianceFiltering.vertex\"), import(\"../../../Shaders/hdrIrradianceFiltering.fragment\")]);\r\n }\r\n },\r\n });\r\n\r\n return effectWrapper;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the filter is ready to be used\r\n * @param texture Texture to filter\r\n * @returns true if the filter is ready\r\n */\r\n public isReady(texture: BaseTexture) {\r\n return texture.isReady() && this._effectWrapper.effect.isReady();\r\n }\r\n\r\n /**\r\n * Prefilters a cube texture to contain IBL irradiance.\r\n * Prefiltering will be invoked at the end of next rendering pass.\r\n * This has to be done once the map is loaded, and has not been prefiltered by a third party software.\r\n * See http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf for more information\r\n * @param texture Texture to filter\r\n * @returns Promise called when prefiltering is done\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async prefilter(texture: BaseTexture): Promise<BaseTexture> {\r\n if (!this._engine._features.allowTexturePrefiltering) {\r\n throw new Error(\"HDR prefiltering is not available in WebGL 1., you can use real time filtering instead.\");\r\n }\r\n\r\n if (this.useCdf) {\r\n this._cdfGenerator = new IblCdfGenerator(this._engine);\r\n this._cdfGenerator.iblSource = texture;\r\n\r\n await this._cdfGenerator.renderWhenReady();\r\n }\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectWrapper = this._createEffect(texture);\r\n await this._effectWrapper.effect.whenCompiledAsync();\r\n\r\n const irradianceTexture = this._prefilterInternal(texture);\r\n\r\n if (this.useCdf) {\r\n await this._cdfGenerator.findDominantDirection().then((dir) => {\r\n irradianceTexture._dominantDirection = dir;\r\n });\r\n }\r\n this._effectRenderer.dispose();\r\n this._effectWrapper.dispose();\r\n this._cdfGenerator?.dispose();\r\n\r\n return irradianceTexture;\r\n }\r\n}\r\n"]}
1
+ 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{ Vector3 } from \"../../../Maths/math\";\r\nimport { ILog2 } from \"../../../Maths/math.scalar.functions\";\r\nimport { BaseTexture } from \"../baseTexture\";\r\nimport type { AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { EffectWrapper, EffectRenderer } from \"../../../Materials/effectRenderer\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { RenderTargetWrapper } from \"../../../Engines/renderTargetWrapper\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { IblCdfGenerator } from \"../../../Rendering/iblCdfGenerator\";\r\n\r\n/**\r\n * Options for texture filtering\r\n */\r\ninterface IHDRIrradianceFilteringOptions {\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n hdrScale?: number;\r\n\r\n /**\r\n * Quality of the filter. Should be `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` for prefiltering\r\n */\r\n quality?: number;\r\n\r\n /**\r\n * Use the Cumulative Distribution Function (CDF) for filtering\r\n */\r\n useCdf?: boolean;\r\n}\r\n\r\n/**\r\n * Filters HDR maps to get correct renderings of PBR reflections\r\n */\r\nexport class HDRIrradianceFiltering {\r\n private _engine: AbstractEngine;\r\n private _effectRenderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n private _cdfGenerator: IblCdfGenerator;\r\n\r\n /**\r\n * Quality switch for prefiltering. Should be set to `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` unless\r\n * you care about baking speed.\r\n */\r\n public quality: number = Constants.TEXTURE_FILTERING_QUALITY_OFFLINE;\r\n\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n public hdrScale: number = 1;\r\n\r\n /**\r\n * Use the Cumulative Distribution Function (CDF) for filtering\r\n */\r\n public useCdf: boolean = false;\r\n\r\n /**\r\n * Instantiates HDR filter for irradiance map\r\n *\r\n * @param engine Thin engine\r\n * @param options Options\r\n */\r\n constructor(engine: AbstractEngine, options: IHDRIrradianceFilteringOptions = {}) {\r\n // pass\r\n this._engine = engine;\r\n this.hdrScale = options.hdrScale || this.hdrScale;\r\n this.quality = options.quality || this.quality;\r\n this.useCdf = options.useCdf || this.useCdf;\r\n }\r\n\r\n private _createRenderTarget(size: number): RenderTargetWrapper {\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (this._engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n const rtWrapper = this._engine.createRenderTargetCubeTexture(size, {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: textureType,\r\n createMipMaps: false,\r\n generateMipMaps: false,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n label: \"HDR_Irradiance_Filtering_Target\",\r\n });\r\n this._engine.updateTextureWrappingMode(rtWrapper.texture!, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE);\r\n\r\n return rtWrapper;\r\n }\r\n\r\n private _prefilterInternal(texture: BaseTexture): BaseTexture {\r\n const width = texture.getSize().width;\r\n const mipmapsCount = ILog2(width);\r\n\r\n const effect = this._effectWrapper.effect;\r\n // Choose a power of 2 size for the irradiance map.\r\n // It can be much smaller than the original texture.\r\n const irradianceSize = Math.max(32, 1 << ILog2(width >> 3));\r\n const outputTexture = this._createRenderTarget(irradianceSize);\r\n this._effectRenderer.saveStates();\r\n this._effectRenderer.setViewport();\r\n\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n const directions = [\r\n [new Vector3(0, 0, -1), new Vector3(0, -1, 0), new Vector3(1, 0, 0)], // PositiveX\r\n [new Vector3(0, 0, 1), new Vector3(0, -1, 0), new Vector3(-1, 0, 0)], // NegativeX\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0)], // PositiveY\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)], // NegativeY\r\n [new Vector3(1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, 1)], // PositiveZ\r\n [new Vector3(-1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, -1)], // NegativeZ\r\n ];\r\n\r\n effect.setFloat(\"hdrScale\", this.hdrScale);\r\n effect.setFloat2(\"vFilteringInfo\", texture.getSize().width, mipmapsCount);\r\n effect.setTexture(\"inputTexture\", texture);\r\n if (this._cdfGenerator) {\r\n effect.setTexture(\"icdfTexture\", this._cdfGenerator.getIcdfTexture());\r\n }\r\n\r\n for (let face = 0; face < 6; face++) {\r\n effect.setVector3(\"up\", directions[face][0]);\r\n effect.setVector3(\"right\", directions[face][1]);\r\n effect.setVector3(\"front\", directions[face][2]);\r\n\r\n this._engine.bindFramebuffer(outputTexture, face, undefined, undefined, true);\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n this._effectRenderer.draw();\r\n }\r\n\r\n // Cleanup\r\n this._effectRenderer.restoreStates();\r\n this._engine.restoreDefaultFramebuffer();\r\n effect.setTexture(\"inputTexture\", null);\r\n effect.setTexture(\"icdfTexture\", null);\r\n const irradianceTexture = new BaseTexture(texture.getScene(), outputTexture.texture);\r\n irradianceTexture.name = texture.name + \"_irradiance\";\r\n irradianceTexture.displayName = texture.name + \"_irradiance\";\r\n irradianceTexture.gammaSpace = false;\r\n return irradianceTexture;\r\n }\r\n\r\n private _createEffect(texture: BaseTexture, onCompiled?: Nullable<(effect: Effect) => void>): EffectWrapper {\r\n const defines = [];\r\n if (texture.gammaSpace) {\r\n defines.push(\"#define GAMMA_INPUT\");\r\n }\r\n\r\n defines.push(\"#define NUM_SAMPLES \" + this.quality + \"u\"); // unsigned int\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n const samplers = [\"inputTexture\"];\r\n if (this._cdfGenerator) {\r\n samplers.push(\"icdfTexture\");\r\n defines.push(\"#define IBL_CDF_FILTERING\");\r\n }\r\n const effectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n name: \"HDRIrradianceFiltering\",\r\n vertexShader: \"hdrIrradianceFiltering\",\r\n fragmentShader: \"hdrIrradianceFiltering\",\r\n samplerNames: samplers,\r\n uniformNames: [\"vSampleDirections\", \"vWeights\", \"up\", \"right\", \"front\", \"vFilteringInfo\", \"hdrScale\"],\r\n useShaderStore: true,\r\n defines,\r\n onCompiled: onCompiled,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../../ShadersWGSL/hdrIrradianceFiltering.vertex\"), import(\"../../../ShadersWGSL/hdrIrradianceFiltering.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../../Shaders/hdrIrradianceFiltering.vertex\"), import(\"../../../Shaders/hdrIrradianceFiltering.fragment\")]);\r\n }\r\n },\r\n });\r\n\r\n return effectWrapper;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the filter is ready to be used\r\n * @param texture Texture to filter\r\n * @returns true if the filter is ready\r\n */\r\n public isReady(texture: BaseTexture) {\r\n return texture.isReady() && this._effectWrapper.effect.isReady();\r\n }\r\n\r\n /**\r\n * Prefilters a cube texture to contain IBL irradiance.\r\n * Prefiltering will be invoked at the end of next rendering pass.\r\n * This has to be done once the map is loaded, and has not been prefiltered by a third party software.\r\n * See http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf for more information\r\n * @param texture Texture to filter\r\n * @returns Promise called when prefiltering is done\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async prefilter(texture: BaseTexture): Promise<BaseTexture> {\r\n if (!this._engine._features.allowTexturePrefiltering) {\r\n throw new Error(\"HDR prefiltering is not available in WebGL 1., you can use real time filtering instead.\");\r\n }\r\n\r\n if (this.useCdf) {\r\n this._cdfGenerator = new IblCdfGenerator(this._engine);\r\n this._cdfGenerator.iblSource = texture;\r\n\r\n await this._cdfGenerator.renderWhenReady();\r\n }\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectWrapper = this._createEffect(texture);\r\n await this._effectWrapper.effect.whenCompiledAsync();\r\n\r\n const irradianceTexture = this._prefilterInternal(texture);\r\n\r\n if (this.useCdf) {\r\n // eslint-disable-next-line github/no-then\r\n await this._cdfGenerator.findDominantDirection().then((dir) => {\r\n irradianceTexture._dominantDirection = dir;\r\n });\r\n }\r\n this._effectRenderer.dispose();\r\n this._effectWrapper.dispose();\r\n this._cdfGenerator?.dispose();\r\n\r\n return irradianceTexture;\r\n }\r\n}\r\n"]}
@@ -36,6 +36,7 @@ export class _BasisTextureLoader {
36
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  },
37
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  };
38
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  TranscodeAsync(data, transcodeConfig)
39
+ // eslint-disable-next-line github/no-then
39
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  .then((result) => {
40
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  const hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;
41
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  LoadTextureFromTranscodeResult(texture, result);
@@ -47,6 +48,7 @@ export class _BasisTextureLoader {
47
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  onLoad();
48
49
  }
49
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  })
51
+ // eslint-disable-next-line github/no-then
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  .catch((err) => {
51
53
  const errorMessage = "Failed to transcode Basis file, transcoding may not be supported on this device";
52
54
  Tools.Warn(errorMessage);
@@ -75,6 +77,7 @@ export class _BasisTextureLoader {
75
77
  },
76
78
  };
77
79
  TranscodeAsync(data, transcodeConfig)
80
+ // eslint-disable-next-line github/no-then
78
81
  .then((result) => {
79
82
  const rootImage = result.fileInfo.images[0].levels[0];
80
83
  const hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;
@@ -82,6 +85,7 @@ export class _BasisTextureLoader {
82
85
  LoadTextureFromTranscodeResult(texture, result);
83
86
  });
84
87
  })
88
+ // eslint-disable-next-line github/no-then
85
89
  .catch((err) => {
86
90
  Tools.Warn("Failed to transcode Basis file, transcoding may not be supported on this device");
87
91
  Tools.Warn(`Failed to transcode Basis file: ${err}`);
@@ -1 +1 @@
1
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It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n * @param onError defines the callback to trigger in case of error\r\n */\r\n public loadCubeData(\r\n data: ArrayBufferView | ArrayBufferView[],\r\n texture: InternalTexture,\r\n createPolynomials: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): void {\r\n if (Array.isArray(data)) {\r\n return;\r\n }\r\n const caps = texture.getEngine().getCaps();\r\n const transcodeConfig = {\r\n supportedCompressionFormats: {\r\n etc1: caps.etc1 ? true : false,\r\n s3tc: caps.s3tc ? true : false,\r\n pvrtc: caps.pvrtc ? true : false,\r\n etc2: caps.etc2 ? true : false,\r\n astc: caps.astc ? true : false,\r\n bc7: caps.bptc ? true : false,\r\n },\r\n };\r\n TranscodeAsync(data, transcodeConfig)\r\n .then((result) => {\r\n const hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;\r\n LoadTextureFromTranscodeResult(texture, result);\r\n texture.getEngine()._setCubeMapTextureParams(texture, hasMipmap);\r\n texture.isReady = true;\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n })\r\n .catch((err) => {\r\n const errorMessage = \"Failed to transcode Basis file, transcoding may not be supported on this device\";\r\n Tools.Warn(errorMessage);\r\n texture.isReady = true;\r\n if (onError) {\r\n onError(err);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, failedLoading?: boolean) => void\r\n ): void {\r\n const caps = texture.getEngine().getCaps();\r\n const transcodeConfig = {\r\n supportedCompressionFormats: {\r\n etc1: caps.etc1 ? true : false,\r\n s3tc: caps.s3tc ? true : false,\r\n pvrtc: caps.pvrtc ? true : false,\r\n etc2: caps.etc2 ? true : false,\r\n astc: caps.astc ? true : false,\r\n bc7: caps.bptc ? true : false,\r\n },\r\n };\r\n TranscodeAsync(data, transcodeConfig)\r\n .then((result) => {\r\n const rootImage = result.fileInfo.images[0].levels[0];\r\n const hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;\r\n callback(rootImage.width, rootImage.height, hasMipmap, result.format !== -1, () => {\r\n LoadTextureFromTranscodeResult(texture, result);\r\n });\r\n })\r\n .catch((err) => {\r\n Tools.Warn(\"Failed to transcode Basis file, transcoding may not be supported on this device\");\r\n Tools.Warn(`Failed to transcode Basis file: ${err}`);\r\n callback(0, 0, false, false, () => {}, true);\r\n });\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"basisTextureLoader.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Textures/Loaders/basisTextureLoader.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,8BAA8B,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AACrF,OAAO,EAAE,KAAK,EAAE,MAAM,qBAAqB,CAAC;AAE5C;;;GAGG;AACH,gEAAgE;AAChE,MAAM,OAAO,mBAAmB;IAAhC;QACI;;WAEG;QACa,oBAAe,GAAG,KAAK,CAAC;IA6F5C,CAAC;IA3FG;;;;;;;OAOG;IACI,YAAY,CACf,IAAyC,EACzC,OAAwB,EACxB,iBAA0B,EAC1B,MAAsC,EACtC,OAA8D;QAE9D,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACtB,OAAO;QACX,CAAC;QACD,MAAM,IAAI,GAAG,OAAO,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;QAC3C,MAAM,eAAe,GAAG;YACpB,2BAA2B,EAAE;gBACzB,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAChC,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,GAAG,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;aAChC;SACJ,CAAC;QACF,cAAc,CAAC,IAAI,EAAE,eAAe,CAAC;YACjC,0CAA0C;aACzC,IAAI,CAAC,CAAC,MAAM,EAAE,EAAE;YACb,MAAM,SAAS,GAAG,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,IAAI,OAAO,CAAC,eAAe,CAAC;YACzF,8BAA8B,CAAC,OAAO,EAAE,MAAM,CAAC,CAAC;YAChD,OAAO,CAAC,SAAS,EAAE,CAAC,wBAAwB,CAAC,OAAO,EAAE,SAAS,CAAC,CAAC;YACjE,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;YACvB,OAAO,CAAC,kBAAkB,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;YACpD,OAAO,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;YACnC,IAAI,MAAM,EAAE,CAAC;gBACT,MAAM,EAAE,CAAC;YACb,CAAC;QACL,CAAC,CAAC;YACF,0CAA0C;aACzC,KAAK,CAAC,CAAC,GAAG,EAAE,EAAE;YACX,MAAM,YAAY,GAAG,iFAAiF,CAAC;YACvG,KAAK,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACzB,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;YACvB,IAAI,OAAO,EAAE,CAAC;gBACV,OAAO,CAAC,GAAG,CAAC,CAAC;YACjB,CAAC;QACL,CAAC,CAAC,CAAC;IACX,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CACX,IAAqB,EACrB,OAAwB,EACxB,QAAwI;QAExI,MAAM,IAAI,GAAG,OAAO,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;QAC3C,MAAM,eAAe,GAAG;YACpB,2BAA2B,EAAE;gBACzB,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAChC,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,GAAG,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;aAChC;SACJ,CAAC;QACF,cAAc,CAAC,IAAI,EAAE,eAAe,CAAC;YACjC,0CAA0C;aACzC,IAAI,CAAC,CAAC,MAAM,EAAE,EAAE;YACb,MAAM,SAAS,GAAG,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;YACtD,MAAM,SAAS,GAAG,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,IAAI,OAAO,CAAC,eAAe,CAAC;YACzF,QAAQ,CAAC,SAAS,CAAC,KAAK,EAAE,SAAS,CAAC,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,MAAM,KAAK,CAAC,CAAC,EAAE,GAAG,EAAE;gBAC9E,8BAA8B,CAAC,OAAO,EAAE,MAAM,CAAC,CAAC;YACpD,CAAC,CAAC,CAAC;QACP,CAAC,CAAC;YACF,0CAA0C;aACzC,KAAK,CAAC,CAAC,GAAG,EAAE,EAAE;YACX,KAAK,CAAC,IAAI,CAAC,iFAAiF,CAAC,CAAC;YAC9F,KAAK,CAAC,IAAI,CAAC,mCAAmC,GAAG,EAAE,CAAC,CAAC;YACrD,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,GAAE,CAAC,EAAE,IAAI,CAAC,CAAC;QACjD,CAAC,CAAC,CAAC;IACX,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../../../types\";\r\nimport type { InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IInternalTextureLoader } from \"./internalTextureLoader\";\r\nimport { LoadTextureFromTranscodeResult, TranscodeAsync } from \"../../../Misc/basis\";\r\nimport { Tools } from \"../../../Misc/tools\";\r\n\r\n/**\r\n * Loader for .basis file format\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _BasisTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines whether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = false;\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n * @param onError defines the callback to trigger in case of error\r\n */\r\n public loadCubeData(\r\n data: ArrayBufferView | ArrayBufferView[],\r\n texture: InternalTexture,\r\n createPolynomials: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): void {\r\n if (Array.isArray(data)) {\r\n return;\r\n }\r\n const caps = texture.getEngine().getCaps();\r\n const transcodeConfig = {\r\n supportedCompressionFormats: {\r\n etc1: caps.etc1 ? true : false,\r\n s3tc: caps.s3tc ? true : false,\r\n pvrtc: caps.pvrtc ? true : false,\r\n etc2: caps.etc2 ? true : false,\r\n astc: caps.astc ? true : false,\r\n bc7: caps.bptc ? true : false,\r\n },\r\n };\r\n TranscodeAsync(data, transcodeConfig)\r\n // eslint-disable-next-line github/no-then\r\n .then((result) => {\r\n const hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;\r\n LoadTextureFromTranscodeResult(texture, result);\r\n texture.getEngine()._setCubeMapTextureParams(texture, hasMipmap);\r\n texture.isReady = true;\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((err) => {\r\n const errorMessage = \"Failed to transcode Basis file, transcoding may not be supported on this device\";\r\n Tools.Warn(errorMessage);\r\n texture.isReady = true;\r\n if (onError) {\r\n onError(err);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, failedLoading?: boolean) => void\r\n ): void {\r\n const caps = texture.getEngine().getCaps();\r\n const transcodeConfig = {\r\n supportedCompressionFormats: {\r\n etc1: caps.etc1 ? true : false,\r\n s3tc: caps.s3tc ? true : false,\r\n pvrtc: caps.pvrtc ? true : false,\r\n etc2: caps.etc2 ? true : false,\r\n astc: caps.astc ? true : false,\r\n bc7: caps.bptc ? true : false,\r\n },\r\n };\r\n TranscodeAsync(data, transcodeConfig)\r\n // eslint-disable-next-line github/no-then\r\n .then((result) => {\r\n const rootImage = result.fileInfo.images[0].levels[0];\r\n const hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;\r\n callback(rootImage.width, rootImage.height, hasMipmap, result.format !== -1, () => {\r\n LoadTextureFromTranscodeResult(texture, result);\r\n });\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((err) => {\r\n Tools.Warn(\"Failed to transcode Basis file, transcoding may not be supported on this device\");\r\n Tools.Warn(`Failed to transcode Basis file: ${err}`);\r\n callback(0, 0, false, false, () => {}, true);\r\n });\r\n }\r\n}\r\n"]}
@@ -29,6 +29,7 @@ export class _ENVTextureLoader {
29
29
  texture.height = info.width;
30
30
  try {
31
31
  UploadEnvSpherical(texture, info);
32
+ // eslint-disable-next-line github/no-then
32
33
  UploadEnvLevelsAsync(texture, data, info).then(() => {
33
34
  texture.isReady = true;
34
35
  texture.onLoadedObservable.notifyObservers(texture);
@@ -1 +1 @@
1
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1
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@@ -107,6 +107,7 @@ export class _ExrTextureLoader {
107
107
  const offset = { value: 0 };
108
108
  const header = GetExrHeader(dataView, offset);
109
109
  CreateDecoderAsync(header, dataView, offset, ExrLoaderGlobalConfiguration.DefaultOutputType)
110
+ // eslint-disable-next-line github/no-then
110
111
  .then((decoder) => {
111
112
  ScanData(decoder, header, dataView, offset);
112
113
  // Updating texture
@@ -123,6 +124,7 @@ export class _ExrTextureLoader {
123
124
  }
124
125
  });
125
126
  })
127
+ // eslint-disable-next-line github/no-then
126
128
  .catch((error) => {
127
129
  Logger.Error("Failed to load EXR texture: ", error);
128
130
  });
@@ -1 +1 @@
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IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY\r\n// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\r\n// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;\r\n// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND\r\n// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\r\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS\r\n// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\r\n// */\r\n\r\n// // TinyEXR contains some OpenEXR code, which is licensed under ------------\r\n\r\n// ///////////////////////////////////////////////////////////////////////////\r\n// //\r\n// // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas\r\n// // Digital Ltd. LLC\r\n// //\r\n// // All rights reserved.\r\n// //\r\n// // Redistribution and use in source and binary forms, with or without\r\n// // modification, are permitted provided that the following conditions are\r\n// // met:\r\n// // * Redistributions of source code must retain the above copyright\r\n// // notice, this list of conditions and the following disclaimer.\r\n// // * Redistributions in binary form must reproduce the above\r\n// // copyright notice, this list of conditions and the following disclaimer\r\n// // in the documentation and/or other materials provided with the\r\n// // distribution.\r\n// // * Neither the name of Industrial Light & Magic nor the names of\r\n// // its contributors may be used to endorse or promote products derived\r\n// // from this software without specific prior written permission.\r\n// //\r\n// // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\r\n// // \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\r\n// // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\r\n// // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\r\n// // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\r\n// // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\r\n// // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\r\n// // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\r\n// // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\r\n// // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\r\n// // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\r\n// //\r\n// ///////////////////////////////////////////////////////////////////////////\r\n\r\n// // End of OpenEXR license -------------------------------------------------\r\n\r\n/**\r\n * Loader for .exr file format\r\n * @see [PIZ compression](https://playground.babylonjs.com/#4RN0VF#151)\r\n * @see [ZIP compression](https://playground.babylonjs.com/#4RN0VF#146)\r\n * @see [RLE compression](https://playground.babylonjs.com/#4RN0VF#149)\r\n * @see [PXR24 compression](https://playground.babylonjs.com/#4RN0VF#150)\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _ExrTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines whether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = false;\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param _data contains the texture data\r\n * @param _texture defines the BabylonJS internal texture\r\n * @param _createPolynomials will be true if polynomials have been requested\r\n * @param _onLoad defines the callback to trigger once the texture is ready\r\n * @param _onError defines the callback to trigger in case of error\r\n * Cube texture are not supported by .exr files\r\n */\r\n public loadCubeData(\r\n _data: ArrayBufferView | ArrayBufferView[],\r\n _texture: InternalTexture,\r\n _createPolynomials: boolean,\r\n _onLoad: Nullable<(data?: any) => void>,\r\n _onError: Nullable<(message?: string, exception?: any) => void>\r\n ): void {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \".exr not supported in Cube.\";\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, failedLoading?: boolean) => void\r\n ) {\r\n const dataView = new DataView(data.buffer);\r\n\r\n const offset = { value: 0 };\r\n const header = GetExrHeader(dataView, offset);\r\n CreateDecoderAsync(header, dataView, offset, ExrLoaderGlobalConfiguration.DefaultOutputType)\r\n .then((decoder) => {\r\n ScanData(decoder, header, dataView, offset);\r\n\r\n // Updating texture\r\n const width = header.dataWindow.xMax - header.dataWindow.xMin + 1;\r\n const height = header.dataWindow.yMax - header.dataWindow.yMin + 1;\r\n callback(width, height, texture.generateMipMaps, false, () => {\r\n const engine = texture.getEngine();\r\n texture.format = header.format;\r\n texture.type = decoder.textureType;\r\n texture.invertY = false;\r\n texture._gammaSpace = !header.linearSpace;\r\n if (decoder.byteArray) {\r\n engine._uploadDataToTextureDirectly(texture, decoder.byteArray, 0, 0, undefined, true);\r\n }\r\n });\r\n })\r\n .catch((error) => {\r\n Logger.Error(\"Failed to load EXR texture: \", error);\r\n });\r\n }\r\n}\r\n"]}
1
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IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY\r\n// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\r\n// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;\r\n// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND\r\n// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\r\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS\r\n// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\r\n// */\r\n\r\n// // TinyEXR contains some OpenEXR code, which is licensed under ------------\r\n\r\n// ///////////////////////////////////////////////////////////////////////////\r\n// //\r\n// // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas\r\n// // Digital Ltd. LLC\r\n// //\r\n// // All rights reserved.\r\n// //\r\n// // Redistribution and use in source and binary forms, with or without\r\n// // modification, are permitted provided that the following conditions are\r\n// // met:\r\n// // * Redistributions of source code must retain the above copyright\r\n// // notice, this list of conditions and the following disclaimer.\r\n// // * Redistributions in binary form must reproduce the above\r\n// // copyright notice, this list of conditions and the following disclaimer\r\n// // in the documentation and/or other materials provided with the\r\n// // distribution.\r\n// // * Neither the name of Industrial Light & Magic nor the names of\r\n// // its contributors may be used to endorse or promote products derived\r\n// // from this software without specific prior written permission.\r\n// //\r\n// // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\r\n// // \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\r\n// // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\r\n// // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\r\n// // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\r\n// // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\r\n// // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\r\n// // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\r\n// // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\r\n// // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\r\n// // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\r\n// //\r\n// ///////////////////////////////////////////////////////////////////////////\r\n\r\n// // End of OpenEXR license -------------------------------------------------\r\n\r\n/**\r\n * Loader for .exr file format\r\n * @see [PIZ compression](https://playground.babylonjs.com/#4RN0VF#151)\r\n * @see [ZIP compression](https://playground.babylonjs.com/#4RN0VF#146)\r\n * @see [RLE compression](https://playground.babylonjs.com/#4RN0VF#149)\r\n * @see [PXR24 compression](https://playground.babylonjs.com/#4RN0VF#150)\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _ExrTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines whether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = false;\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param _data contains the texture data\r\n * @param _texture defines the BabylonJS internal texture\r\n * @param _createPolynomials will be true if polynomials have been requested\r\n * @param _onLoad defines the callback to trigger once the texture is ready\r\n * @param _onError defines the callback to trigger in case of error\r\n * Cube texture are not supported by .exr files\r\n */\r\n public loadCubeData(\r\n _data: ArrayBufferView | ArrayBufferView[],\r\n _texture: InternalTexture,\r\n _createPolynomials: boolean,\r\n _onLoad: Nullable<(data?: any) => void>,\r\n _onError: Nullable<(message?: string, exception?: any) => void>\r\n ): void {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \".exr not supported in Cube.\";\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, failedLoading?: boolean) => void\r\n ) {\r\n const dataView = new DataView(data.buffer);\r\n\r\n const offset = { value: 0 };\r\n const header = GetExrHeader(dataView, offset);\r\n CreateDecoderAsync(header, dataView, offset, ExrLoaderGlobalConfiguration.DefaultOutputType)\r\n // eslint-disable-next-line github/no-then\r\n .then((decoder) => {\r\n ScanData(decoder, header, dataView, offset);\r\n\r\n // Updating texture\r\n const width = header.dataWindow.xMax - header.dataWindow.xMin + 1;\r\n const height = header.dataWindow.yMax - header.dataWindow.yMin + 1;\r\n callback(width, height, texture.generateMipMaps, false, () => {\r\n const engine = texture.getEngine();\r\n texture.format = header.format;\r\n texture.type = decoder.textureType;\r\n texture.invertY = false;\r\n texture._gammaSpace = !header.linearSpace;\r\n if (decoder.byteArray) {\r\n engine._uploadDataToTextureDirectly(texture, decoder.byteArray, 0, 0, undefined, true);\r\n }\r\n });\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((error) => {\r\n Logger.Error(\"Failed to load EXR texture: \", error);\r\n });\r\n }\r\n}\r\n"]}
@@ -90,6 +90,7 @@ export class _KTXTextureLoader {
90
90
  }
91
91
  else if (KhronosTextureContainer2.IsValid(data)) {
92
92
  const ktx2 = new KhronosTextureContainer2(texture.getEngine());
93
+ // eslint-disable-next-line github/no-then
93
94
  ktx2._uploadAsync(data, texture, options).then(() => {
94
95
  callback(texture.width, texture.height, texture.generateMipMaps, true, () => { }, false);
95
96
  }, (error) => {