@babylonjs/core 9.10.1 → 9.12.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/actionManager.d.ts +1 -1
- package/Actions/actionManager.js +8 -5
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animatable.core.d.ts +1 -1
- package/Animations/animatable.core.js +2 -2
- package/Animations/animatable.core.js.map +1 -1
- package/Animations/animationPropertiesOverride.js +1 -1
- package/Animations/animationPropertiesOverride.js.map +1 -1
- package/Animations/animatorAvatar.d.ts +2 -2
- package/Animations/animatorAvatar.js +3 -3
- package/Animations/animatorAvatar.js.map +1 -1
- package/Animations/pathCursor.d.ts +1 -1
- package/Animations/pathCursor.js +1 -1
- package/Animations/pathCursor.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +1 -1
- package/Animations/runtimeAnimation.js +2 -2
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/analyser.js +1 -1
- package/Audio/analyser.js.map +1 -1
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +1 -1
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.d.ts +2 -0
- package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.d.ts +13 -3
- package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js +16 -0
- package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.d.ts +4 -0
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js +22 -0
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js.map +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.d.ts +6 -0
- package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js +22 -5
- package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js.map +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/BakedVertexAnimation/vertexAnimationBaker.js +1 -1
- package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/framingBehavior.js +2 -2
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Cameras/interpolatingBehavior.d.ts +13 -1
- package/Behaviors/Cameras/interpolatingBehavior.js +13 -1
- package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +3 -3
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +4 -4
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
- package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.js +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +3 -3
- package/Behaviors/Meshes/pointerDragBehavior.js +5 -5
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js +2 -2
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
- package/Bones/boneIKController.d.ts +1 -1
- package/Bones/boneIKController.js +1 -1
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.d.ts +1 -1
- package/Bones/boneLookController.js +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Bones/skeleton.d.ts +2 -2
- package/Bones/skeleton.functions.d.ts +1 -1
- package/Bones/skeleton.functions.js +3 -3
- package/Bones/skeleton.functions.js.map +1 -1
- package/Bones/skeleton.js +3 -4
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.align.pure.js +6 -0
- package/Buffers/buffer.align.pure.js.map +1 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
- package/Buffers/buffer.pure.d.ts +8 -0
- package/Buffers/buffer.pure.js +31 -2
- package/Buffers/buffer.pure.js.map +1 -1
- package/Buffers/bufferUtils.js +17 -5
- package/Buffers/bufferUtils.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +2 -2
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +2 -2
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js +2 -2
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
- package/Cameras/Limits/geospatialLimits.d.ts +1 -1
- package/Cameras/Limits/geospatialLimits.js +1 -1
- package/Cameras/Limits/geospatialLimits.js.map +1 -1
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
- package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
- package/Cameras/RigModes/vrRigMode.js +2 -2
- package/Cameras/RigModes/vrRigMode.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
- package/Cameras/VR/vrCameraMetrics.js +1 -1
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/cameraInputsManager.d.ts +1 -1
- package/Cameras/cameraInputsManager.js +1 -1
- package/Cameras/cameraInputsManager.js.map +1 -1
- package/Collisions/collider.d.ts +1 -1
- package/Collisions/collider.js +1 -1
- package/Collisions/collider.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +1 -1
- package/Collisions/gpuPicker.js +5 -5
- package/Collisions/gpuPicker.js.map +1 -1
- package/Collisions/meshCollisionData.d.ts +1 -1
- package/Collisions/meshCollisionData.js +1 -1
- package/Collisions/meshCollisionData.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +2 -2
- package/Collisions/pickingInfo.js.map +1 -1
- package/Compute/computeEffect.d.ts +6 -0
- package/Compute/computeEffect.js +3 -0
- package/Compute/computeEffect.js.map +1 -1
- package/Compute/computeShader.pure.d.ts +4 -0
- package/Compute/computeShader.pure.js +1 -0
- package/Compute/computeShader.pure.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -1
- package/Culling/Octrees/octreeBlock.js +1 -1
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/boundingBox.d.ts +1 -1
- package/Culling/boundingBox.js +1 -1
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.d.ts +1 -1
- package/Culling/boundingInfo.js +1 -1
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.d.ts +1 -1
- package/Culling/boundingSphere.js +1 -1
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.core.d.ts +1 -1
- package/Culling/ray.core.js +1 -1
- package/Culling/ray.core.js.map +1 -1
- package/Debug/axesViewer.d.ts +1 -1
- package/Debug/axesViewer.js +3 -3
- package/Debug/axesViewer.js.map +1 -1
- package/Debug/boneAxesViewer.d.ts +1 -1
- package/Debug/boneAxesViewer.js +1 -1
- package/Debug/boneAxesViewer.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.d.ts +1 -1
- package/Debug/directionalLightFrustumViewer.js +6 -6
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Debug/rayHelper.d.ts +1 -1
- package/Debug/rayHelper.js +2 -2
- package/Debug/rayHelper.js.map +1 -1
- package/Debug/skeletonViewer.d.ts +2 -2
- package/Debug/skeletonViewer.js +10 -10
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
- package/DeviceInput/internalDeviceSourceManager.js +0 -1
- package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +1 -1
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +1 -1
- package/Engines/Extensions/engine.views.js +1 -1
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Native/nativeHelpers.js +4 -1
- package/Engines/Native/nativeHelpers.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +10 -1
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.pure.js +154 -2
- package/Engines/WebGPU/Extensions/engine.computeShader.pure.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/abstractEngine.pure.d.ts +7 -1
- package/Engines/abstractEngine.pure.js +34 -4
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.pure.d.ts +0 -7
- package/Engines/engine.pure.js +0 -34
- package/Engines/engine.pure.js.map +1 -1
- package/Engines/engineFactory.d.ts +2 -2
- package/Engines/engineFactory.js +3 -3
- package/Engines/engineFactory.js.map +1 -1
- package/Engines/thinNativeEngine.pure.js +15 -8
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/Events/pointerEvents.d.ts +1 -1
- package/Events/pointerEvents.js +1 -1
- package/Events/pointerEvents.js.map +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
- package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js.map +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +1 -1
- package/FlowGraph/flowGraphBlock.js +1 -1
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
- package/FlowGraph/flowGraphExecutionBlock.js +1 -1
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
- package/FlowGraph/flowGraphMath.d.ts +1 -1
- package/FlowGraph/flowGraphMath.js +1 -1
- package/FlowGraph/flowGraphMath.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +1 -1
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
- package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
- package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
- package/FlowGraph/flowGraphValidator.js.map +1 -1
- package/FlowGraph/serialization.js +4 -4
- package/FlowGraph/serialization.js.map +1 -1
- package/FlowGraph/utils.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
- package/FrameGraph/Node/nodeRenderGraph.js +7 -7
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
- package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
- package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
- package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
- package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.js +1 -1
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
- package/FrameGraph/frameGraphTextureManager.js +1 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Gamepads/gamepadManager.js +1 -1
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gizmos/axisDragGizmo.d.ts +5 -5
- package/Gizmos/axisDragGizmo.js +6 -6
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.d.ts +4 -4
- package/Gizmos/axisScaleGizmo.js +6 -6
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.d.ts +5 -5
- package/Gizmos/boundingBoxGizmo.js +7 -7
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.d.ts +3 -3
- package/Gizmos/cameraGizmo.js +7 -7
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/gizmo.d.ts +2 -2
- package/Gizmos/gizmo.js +3 -3
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.d.ts +2 -2
- package/Gizmos/gizmoManager.js +2 -2
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/lightGizmo.d.ts +4 -4
- package/Gizmos/lightGizmo.js +11 -11
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.d.ts +4 -4
- package/Gizmos/planeDragGizmo.js +5 -5
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +1 -1
- package/Gizmos/positionGizmo.js +2 -2
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +3 -3
- package/Gizmos/rotationGizmo.js +3 -3
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +2 -2
- package/Gizmos/scaleGizmo.js +4 -4
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Gizmos/spatialAudioGizmo.d.ts +2 -2
- package/Gizmos/spatialAudioGizmo.js +6 -6
- package/Gizmos/spatialAudioGizmo.js.map +1 -1
- package/Helpers/environmentHelper.d.ts +6 -6
- package/Helpers/environmentHelper.js +12 -12
- package/Helpers/environmentHelper.js.map +1 -1
- package/Helpers/materialConversionHelper.d.ts +1 -1
- package/Helpers/materialConversionHelper.js +1 -1
- package/Helpers/materialConversionHelper.js.map +1 -1
- package/Helpers/photoDome.d.ts +1 -1
- package/Helpers/photoDome.js +1 -1
- package/Helpers/photoDome.js.map +1 -1
- package/Helpers/textureDome.d.ts +4 -4
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- package/PostProcesses/thinBloomMergePostProcess.js +1 -1
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- package/PostProcesses/thinBlurPostProcess.js +1 -1
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- package/PostProcesses/thinChromaticAberrationPostProcess.js +2 -2
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- package/PostProcesses/thinColorCorrectionPostProcess.js +2 -2
- package/PostProcesses/thinColorCorrectionPostProcess.js.map +1 -1
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- package/PostProcesses/thinConvolutionPostProcess.js +1 -1
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- package/PostProcesses/thinDepthOfFieldMergePostProcess.js +1 -1
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- package/PostProcesses/thinFilterPostProcess.d.ts +2 -2
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- package/PostProcesses/thinImageProcessingPostProcess.js +2 -2
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- package/PostProcesses/thinMotionBlurPostProcess.d.ts +1 -1
- package/PostProcesses/thinMotionBlurPostProcess.js +2 -2
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- package/PostProcesses/thinPassPostProcess.d.ts +1 -1
- package/PostProcesses/thinPassPostProcess.js +1 -1
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- package/PostProcesses/thinSSAO2BlurPostProcess.d.ts +1 -1
- package/PostProcesses/thinSSAO2BlurPostProcess.js +1 -1
- package/PostProcesses/thinSSAO2BlurPostProcess.js.map +1 -1
- package/PostProcesses/thinSSAO2CombinePostProcess.d.ts +1 -1
- package/PostProcesses/thinSSAO2CombinePostProcess.js +2 -2
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- package/PostProcesses/thinSSAO2PostProcess.d.ts +7 -2
- package/PostProcesses/thinSSAO2PostProcess.js +36 -4
- package/PostProcesses/thinSSAO2PostProcess.js.map +1 -1
- package/PostProcesses/thinSSRBlurCombinerPostProcess.d.ts +1 -1
- package/PostProcesses/thinSSRBlurCombinerPostProcess.js +2 -2
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- package/PostProcesses/thinSSRBlurPostProcess.d.ts +2 -2
- package/PostProcesses/thinSSRBlurPostProcess.js +2 -2
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- package/PostProcesses/thinSSRPostProcess.d.ts +1 -1
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- package/PostProcesses/thinScreenSpaceCurvaturePostProcess.d.ts +1 -1
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- package/PostProcesses/thinSharpenPostProcess.d.ts +1 -1
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- package/PostProcesses/thinTAAPostProcess.d.ts +3 -3
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- package/PostProcesses/thinTonemapPostProcess.d.ts +1 -1
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- package/Rendering/depthPeelingRenderer.js +2 -2
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- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +1 -1
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- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
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- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
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- package/Rendering/fluidRenderer/fluidRenderingTextures.js +3 -3
- package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
- package/Rendering/iblCdfGenerator.d.ts +3 -3
- package/Rendering/iblCdfGenerator.js +5 -5
- package/Rendering/iblCdfGenerator.js.map +1 -1
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- package/Rendering/utilityLayerRenderer.js +4 -4
- package/Rendering/utilityLayerRenderer.js.map +1 -1
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- package/Shaders/ssao2.fragment.js.map +1 -1
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- package/ShadersWGSL/gpuRenderParticles.fragment.js +50 -0
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- package/ShadersWGSL/noise.fragment.js +18 -0
- package/ShadersWGSL/noise.fragment.js.map +1 -0
- package/ShadersWGSL/ssao2.fragment.js +10 -2
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- package/XR/webXRRenderTargetTextureProvider.d.ts +1 -1
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{ type Scene } from \"../../scene\";\r\nimport { RawTexture } from \"../Textures/rawTexture\";\r\nimport { ShaderMaterial } from \"../shaderMaterial\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { Vector2 } from \"../../Maths/math.vector\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport { TextureSampler } from \"../Textures/textureSampler\";\r\n\r\nimport { type GreasedLineMaterialOptions, type IGreasedLineMaterial, GreasedLineMeshColorDistributionType, GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\r\nimport { GreasedLineTools } from \"../../Misc/greasedLineTools\";\r\nimport { GreasedLineMaterialDefaults } from \"./greasedLineMaterialDefaults\";\r\n\r\nexport const GreasedLineUseOffsetsSimpleMaterialDefine = \"GREASED_LINE_USE_OFFSETS\";\r\n\r\n/**\r\n * GreasedLineSimpleMaterial\r\n */\r\nexport class GreasedLineSimpleMaterial extends ShaderMaterial implements IGreasedLineMaterial {\r\n /**\r\n * Force to use GLSL in WebGPU\r\n */\r\n public static ForceGLSL = false;\r\n\r\n private _visibility: number;\r\n private _width: number;\r\n private _useDash: boolean;\r\n private _dashCount: number;\r\n private _dashArray: number;\r\n private _dashRatio: number;\r\n private _dashOffset: number;\r\n private _useColors: boolean;\r\n private _color: Color3 = Color3.White();\r\n private _colors: Nullable<Color3[]>;\r\n private _colorsDistributionType: GreasedLineMeshColorDistributionType = GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_SEGMENT;\r\n private _colorMode: GreasedLineMeshColorMode;\r\n private _colorsSampling: number;\r\n private _resolution: Vector2;\r\n private _sizeAttenuation: boolean;\r\n private _colorsTexture: Nullable<RawTexture> = null;\r\n private _cameraFacing: boolean;\r\n\r\n /**\r\n * GreasedLineSimple material constructor\r\n * @param name material name\r\n * @param scene the scene\r\n * @param options material options\r\n */\r\n constructor(name: string, scene: Scene, options: GreasedLineMaterialOptions) {\r\n const engine = scene.getEngine();\r\n const isWGSL = engine.isWebGPU && !(options.forceGLSL || GreasedLineSimpleMaterial.ForceGLSL);\r\n\r\n const defines = [\r\n `COLOR_DISTRIBUTION_TYPE_LINE ${GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_LINE}.`,\r\n `COLOR_DISTRIBUTION_TYPE_SEGMENT ${GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_SEGMENT}.`,\r\n `COLOR_MODE_SET ${GreasedLineMeshColorMode.COLOR_MODE_SET}.`,\r\n `COLOR_MODE_ADD ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.`,\r\n `COLOR_MODE_MULTIPLY ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.`,\r\n ];\r\n if (scene.useRightHandedSystem) {\r\n defines.push(\"GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM\");\r\n }\r\n\r\n const attributes = [\"position\", \"grl_widths\", \"grl_offsets\", \"grl_colorPointers\"];\r\n\r\n if (options.cameraFacing) {\r\n defines.push(\"GREASED_LINE_CAMERA_FACING\");\r\n attributes.push(\"grl_previousAndSide\", \"grl_nextAndCounters\");\r\n } else {\r\n attributes.push(\"grl_slopes\");\r\n attributes.push(\"grl_counters\");\r\n }\r\n\r\n const uniforms = [\r\n \"grlColorsWidth\",\r\n \"grlUseColors\",\r\n \"grlWidth\",\r\n \"grlColor\",\r\n \"grl_colorModeAndColorDistributionType\",\r\n \"grlResolution\",\r\n \"grlAspect\",\r\n \"grlAizeAttenuation\",\r\n \"grlDashArray\",\r\n \"grlDashOffset\",\r\n \"grlDashRatio\",\r\n \"grlUseDash\",\r\n \"grlVisibility\",\r\n \"grlColors\",\r\n ];\r\n\r\n if (!isWGSL) {\r\n uniforms.push(\"world\", \"viewProjection\", \"view\", \"projection\");\r\n }\r\n\r\n super(\r\n name,\r\n scene,\r\n {\r\n vertex: \"greasedLine\",\r\n fragment: \"greasedLine\",\r\n },\r\n {\r\n uniformBuffers: isWGSL ? [\"Scene\", \"Mesh\"] : undefined,\r\n attributes,\r\n uniforms,\r\n samplers: isWGSL ? [] : [\"grlColors\"],\r\n defines,\r\n extraInitializationsAsync: async () => {\r\n if (isWGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/greasedLine.vertex\"), import(\"../../ShadersWGSL/greasedLine.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/greasedLine.vertex\"), import(\"../../Shaders/greasedLine.fragment\")]);\r\n }\r\n },\r\n shaderLanguage: isWGSL ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n }\r\n );\r\n\r\n options = options || {\r\n color: GreasedLineMaterialDefaults.DEFAULT_COLOR,\r\n };\r\n\r\n this.visibility = options.visibility ?? 1;\r\n this.useDash = options.useDash ?? false;\r\n this.dashRatio = options.dashRatio ?? 0.5;\r\n this.dashOffset = options.dashOffset ?? 0;\r\n this.dashCount = options.dashCount ?? 1; // calculate the _dashArray value, call the setter\r\n this.width = options.width\r\n ? options.width\r\n : options.sizeAttenuation && options.cameraFacing\r\n ? GreasedLineMaterialDefaults.DEFAULT_WIDTH_ATTENUATED\r\n : GreasedLineMaterialDefaults.DEFAULT_WIDTH;\r\n this.sizeAttenuation = options.sizeAttenuation ?? false;\r\n this.color = options.color ?? Color3.White();\r\n this.useColors = options.useColors ?? false;\r\n this.colorsDistributionType = options.colorDistributionType ?? GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_SEGMENT;\r\n this.colorsSampling = options.colorsSampling ?? RawTexture.NEAREST_NEAREST;\r\n this.colorMode = options.colorMode ?? GreasedLineMeshColorMode.COLOR_MODE_SET;\r\n this._colors = options.colors ?? null;\r\n this._cameraFacing = options.cameraFacing ?? true;\r\n this.resolution = options.resolution ?? new Vector2(engine.getRenderWidth(), engine.getRenderHeight()); // calculate aspect call the setter\r\n\r\n if (options.colorsTexture) {\r\n this.colorsTexture = options.colorsTexture;\r\n } else {\r\n if (this._colors) {\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this.name}-colors-texture`, this._colors, this.colorsSampling, scene);\r\n } else {\r\n this._color = this._color ?? GreasedLineMaterialDefaults.DEFAULT_COLOR;\r\n this.colorsTexture = GreasedLineTools.PrepareEmptyColorsTexture(scene);\r\n }\r\n }\r\n\r\n if (isWGSL) {\r\n const sampler = new TextureSampler();\r\n sampler.setParameters(); // use the default values\r\n sampler.samplingMode = this.colorsSampling;\r\n this.setTextureSampler(\"grlColorsSampler\", sampler);\r\n }\r\n\r\n engine.onDisposeObservable.add(() => {\r\n GreasedLineTools.DisposeEmptyColorsTexture();\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the plugin material.\r\n */\r\n public override dispose(): void {\r\n if (this._colorsTexture && this._colorsTexture !== GreasedLineMaterialDefaults.EmptyColorsTexture) {\r\n this._colorsTexture.dispose();\r\n }\r\n super.dispose();\r\n }\r\n\r\n private _setColorModeAndColorDistributionType() {\r\n this.setVector2(\"grl_colorModeAndColorDistributionType\", new Vector2(this._colorMode, this._colorsDistributionType));\r\n }\r\n\r\n /**\r\n * Updates the material. Use when material created in lazy mode.\r\n */\r\n public updateLazy() {\r\n if (this._colors) {\r\n this.setColors(this._colors, false, true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the colors used to colorize the line\r\n */\r\n get colors() {\r\n return this._colors;\r\n }\r\n\r\n /**\r\n * Sets the colors used to colorize the line\r\n */\r\n set colors(value: Nullable<Color3[]>) {\r\n this.setColors(value);\r\n }\r\n\r\n /**\r\n * Creates or updates the colors texture\r\n * @param colors color table RGBA\r\n * @param lazy if lazy, the colors are not updated\r\n * @param forceNewTexture force creation of a new texture\r\n */\r\n public setColors(colors: Nullable<Color3[]>, lazy = false, forceNewTexture = false): void {\r\n const origColorsCount = this._colors?.length ?? 0;\r\n\r\n this._colors = colors;\r\n\r\n if (colors === null || colors.length === 0) {\r\n if (this._colorsTexture && this._colorsTexture !== GreasedLineMaterialDefaults.EmptyColorsTexture) {\r\n this._colorsTexture.dispose();\r\n }\r\n const scene = this.getScene();\r\n if (scene) {\r\n this.colorsTexture = GreasedLineTools.PrepareEmptyColorsTexture(scene);\r\n }\r\n return;\r\n }\r\n\r\n if (lazy && !forceNewTexture) {\r\n return;\r\n }\r\n\r\n if (this._colorsTexture && origColorsCount === colors.length && !forceNewTexture) {\r\n const colorArray = GreasedLineTools.Color3toRGBAUint8(colors);\r\n this._colorsTexture.update(colorArray);\r\n } else {\r\n if (this._colorsTexture && this._colorsTexture !== GreasedLineMaterialDefaults.EmptyColorsTexture) {\r\n this._colorsTexture.dispose();\r\n }\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this.name}-colors-texture`, colors, this.colorsSampling, this.getScene());\r\n }\r\n }\r\n\r\n /**\r\n * Gets the colors texture\r\n */\r\n get colorsTexture() {\r\n return (this._colorsTexture as RawTexture) ?? null;\r\n }\r\n\r\n /**\r\n * Sets the colorsTexture\r\n */\r\n set colorsTexture(value: RawTexture) {\r\n this._colorsTexture = value;\r\n this.setFloat(\"grlColorsWidth\", this._colorsTexture.getSize().width);\r\n this.setTexture(\"grlColors\", this._colorsTexture);\r\n }\r\n\r\n /**\r\n * Line base width. At each point the line width is calculated by widths[pointIndex] * width\r\n */\r\n get width() {\r\n return this._width;\r\n }\r\n\r\n /**\r\n * Line base width. At each point the line width is calculated by widths[pointIndex] * width\r\n */\r\n set width(value: number) {\r\n this._width = value;\r\n this.setFloat(\"grlWidth\", value);\r\n }\r\n\r\n /**\r\n * Whether to use the colors option to colorize the line\r\n */\r\n get useColors() {\r\n return this._useColors;\r\n }\r\n\r\n set useColors(value: boolean) {\r\n this._useColors = value;\r\n this.setFloat(\"grlUseColors\", GreasedLineTools.BooleanToNumber(value));\r\n }\r\n\r\n /**\r\n * The type of sampling of the colors texture. The values are the same when using with textures.\r\n */\r\n get colorsSampling() {\r\n return this._colorsSampling;\r\n }\r\n\r\n /**\r\n * The type of sampling of the colors texture. The values are the same when using with textures.\r\n */\r\n set colorsSampling(value: number) {\r\n this._colorsSampling = value;\r\n }\r\n\r\n /**\r\n * Normalized value of how much of the line will be visible\r\n * 0 - 0% of the line will be visible\r\n * 1 - 100% of the line will be visible\r\n */\r\n get visibility() {\r\n return this._visibility;\r\n }\r\n\r\n set visibility(value: number) {\r\n this._visibility = value;\r\n this.setFloat(\"grlVisibility\", value);\r\n }\r\n\r\n /**\r\n * Turns on/off dash mode\r\n */\r\n get useDash() {\r\n return this._useDash;\r\n }\r\n\r\n /**\r\n * Turns on/off dash mode\r\n */\r\n set useDash(value: boolean) {\r\n this._useDash = value;\r\n this.setFloat(\"grlUseDash\", GreasedLineTools.BooleanToNumber(value));\r\n }\r\n\r\n /**\r\n * Gets the dash offset\r\n */\r\n get dashOffset() {\r\n return this._dashOffset;\r\n }\r\n\r\n /**\r\n * Sets the dash offset\r\n */\r\n set dashOffset(value: number) {\r\n this._dashOffset = value;\r\n this.setFloat(\"grlDashOffset\", value);\r\n }\r\n\r\n /**\r\n * Length of the dash. 0 to 1. 0.5 means half empty, half drawn.\r\n */\r\n get dashRatio() {\r\n return this._dashRatio;\r\n }\r\n\r\n /**\r\n * Length of the dash. 0 to 1. 0.5 means half empty, half drawn.\r\n */\r\n set dashRatio(value: number) {\r\n this._dashRatio = value;\r\n this.setFloat(\"grlDashRatio\", value);\r\n }\r\n\r\n /**\r\n * Gets the number of dashes in the line\r\n */\r\n get dashCount() {\r\n return this._dashCount;\r\n }\r\n /**\r\n * Sets the number of dashes in the line\r\n * @param value dash\r\n */\r\n set dashCount(value: number) {\r\n this._dashCount = value;\r\n this._dashArray = 1 / value;\r\n this.setFloat(\"grlDashArray\", this._dashArray);\r\n }\r\n\r\n /**\r\n * False means 1 unit in width = 1 unit on scene, true means 1 unit in width is reduced on the screen to make better looking lines\r\n */\r\n get sizeAttenuation() {\r\n return this._sizeAttenuation;\r\n }\r\n\r\n /**\r\n * Turn on/off attenuation of the width option and widths array.\r\n * @param value false means 1 unit in width = 1 unit on scene, true means 1 unit in width is reduced on the screen to make better looking lines\r\n */\r\n set sizeAttenuation(value: boolean) {\r\n this._sizeAttenuation = value;\r\n this.setFloat(\"grlSizeAttenuation\", GreasedLineTools.BooleanToNumber(value));\r\n }\r\n\r\n /**\r\n * Gets the color of the line\r\n */\r\n get color() {\r\n return this._color;\r\n }\r\n\r\n /**\r\n * Sets the color of the line\r\n * @param value Color3\r\n */\r\n set color(value: Color3) {\r\n this.setColor(value);\r\n }\r\n\r\n /**\r\n * Sets the color of the line. If set the whole line will be mixed with this color according to the colorMode option.\r\n * The simple material always needs a color to be set. If you set it to null it will set the color to the default color (GreasedLineSimpleMaterial.DEFAULT_COLOR).\r\n * @param value color\r\n */\r\n public setColor(value: Nullable<Color3>) {\r\n value = value ?? GreasedLineMaterialDefaults.DEFAULT_COLOR;\r\n this._color = value;\r\n this.setColor3(\"grlColor\", value);\r\n }\r\n\r\n /**\r\n * Gets the color distributiopn type\r\n */\r\n get colorsDistributionType() {\r\n return this._colorsDistributionType;\r\n }\r\n\r\n /**\r\n * Sets the color distribution type\r\n * @see GreasedLineMeshColorDistributionType\r\n * @param value color distribution type\r\n */\r\n set colorsDistributionType(value: GreasedLineMeshColorDistributionType) {\r\n this._colorsDistributionType = value;\r\n this._setColorModeAndColorDistributionType();\r\n }\r\n\r\n /**\r\n * Gets the mixing mode of the color and colors paramaters. Default value is GreasedLineMeshColorMode.SET.\r\n * MATERIAL_TYPE_SIMPLE mixes the color and colors of the greased line material.\r\n * @see GreasedLineMeshColorMode\r\n */\r\n get colorMode() {\r\n return this._colorMode;\r\n }\r\n\r\n /**\r\n * Sets the mixing mode of the color and colors paramaters. Default value is GreasedLineMeshColorMode.SET.\r\n * MATERIAL_TYPE_SIMPLE mixes the color and colors of the greased line material.\r\n * @see GreasedLineMeshColorMode\r\n */\r\n set colorMode(value: GreasedLineMeshColorMode) {\r\n this._colorMode = value;\r\n this._setColorModeAndColorDistributionType();\r\n }\r\n\r\n /**\r\n * Gets the resolution\r\n */\r\n get resolution() {\r\n return this._resolution;\r\n }\r\n\r\n /**\r\n * Sets the resolution\r\n * @param value resolution of the screen for GreasedLine\r\n */\r\n set resolution(value: Vector2) {\r\n this._resolution = value;\r\n this.setVector2(\"grlResolution\", value);\r\n this.setFloat(\"grlAspect\", value.x / value.y);\r\n }\r\n\r\n /**\r\n * Serializes this plugin material\r\n * @returns serializationObjec\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n const greasedLineMaterialOptions: GreasedLineMaterialOptions = {\r\n colorDistributionType: this._colorsDistributionType,\r\n colorsSampling: this._colorsSampling,\r\n colorMode: this._colorMode,\r\n color: this._color,\r\n dashCount: this._dashCount,\r\n dashOffset: this._dashOffset,\r\n dashRatio: this._dashRatio,\r\n resolution: this._resolution,\r\n sizeAttenuation: this._sizeAttenuation,\r\n useColors: this._useColors,\r\n useDash: this._useDash,\r\n visibility: this._visibility,\r\n width: this._width,\r\n cameraFacing: this._cameraFacing,\r\n };\r\n\r\n if (this._colors) {\r\n greasedLineMaterialOptions.colors = this._colors;\r\n }\r\n\r\n serializationObject.greasedLineMaterialOptions = greasedLineMaterialOptions;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a serialized objects\r\n * @param source serialized object\r\n * @param scene scene\r\n * @param _rootUrl root url for textures\r\n */\r\n public parse(source: any, scene: Scene, _rootUrl: string): void {\r\n const greasedLineMaterialOptions = <GreasedLineMaterialOptions>source.greasedLineMaterialOptions;\r\n\r\n this._colorsTexture?.dispose();\r\n\r\n if (greasedLineMaterialOptions.color) {\r\n this.color = greasedLineMaterialOptions.color;\r\n }\r\n if (greasedLineMaterialOptions.colorDistributionType) {\r\n this.colorsDistributionType = greasedLineMaterialOptions.colorDistributionType;\r\n }\r\n if (greasedLineMaterialOptions.colorsSampling) {\r\n this.colorsSampling = greasedLineMaterialOptions.colorsSampling;\r\n }\r\n if (greasedLineMaterialOptions.colorMode) {\r\n this.colorMode = greasedLineMaterialOptions.colorMode;\r\n }\r\n if (greasedLineMaterialOptions.useColors) {\r\n this.useColors = greasedLineMaterialOptions.useColors;\r\n }\r\n if (greasedLineMaterialOptions.visibility) {\r\n this.visibility = greasedLineMaterialOptions.visibility;\r\n }\r\n if (greasedLineMaterialOptions.useDash) {\r\n this.useDash = greasedLineMaterialOptions.useDash;\r\n }\r\n if (greasedLineMaterialOptions.dashCount) {\r\n this.dashCount = greasedLineMaterialOptions.dashCount;\r\n }\r\n if (greasedLineMaterialOptions.dashRatio) {\r\n this.dashRatio = greasedLineMaterialOptions.dashRatio;\r\n }\r\n if (greasedLineMaterialOptions.dashOffset) {\r\n this.dashOffset = greasedLineMaterialOptions.dashOffset;\r\n }\r\n if (greasedLineMaterialOptions.width) {\r\n this.width = greasedLineMaterialOptions.width;\r\n }\r\n if (greasedLineMaterialOptions.sizeAttenuation) {\r\n this.sizeAttenuation = greasedLineMaterialOptions.sizeAttenuation;\r\n }\r\n if (greasedLineMaterialOptions.resolution) {\r\n this.resolution = greasedLineMaterialOptions.resolution;\r\n }\r\n if (greasedLineMaterialOptions.colors) {\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this.name}-colors-texture`, greasedLineMaterialOptions.colors, this.colorsSampling, this.getScene());\r\n } else {\r\n this.colorsTexture = GreasedLineTools.PrepareEmptyColorsTexture(scene);\r\n }\r\n\r\n this._cameraFacing = greasedLineMaterialOptions.cameraFacing ?? true;\r\n this.setDefine(\"GREASED_LINE_CAMERA_FACING\", this._cameraFacing);\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ type Scene } from \"../../scene\";\r\nimport { RawTexture } from \"../Textures/rawTexture\";\r\nimport { ShaderMaterial } from \"../shaderMaterial.pure\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { Color3 } from \"../../Maths/math.color.pure\";\r\nimport { Vector2 } from \"../../Maths/math.vector.pure\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport { TextureSampler } from \"../Textures/textureSampler\";\r\n\r\nimport { type GreasedLineMaterialOptions, type IGreasedLineMaterial, GreasedLineMeshColorDistributionType, GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\r\nimport { GreasedLineTools } from \"../../Misc/greasedLineTools\";\r\nimport { GreasedLineMaterialDefaults } from \"./greasedLineMaterialDefaults\";\r\n\r\nexport const GreasedLineUseOffsetsSimpleMaterialDefine = \"GREASED_LINE_USE_OFFSETS\";\r\n\r\n/**\r\n * GreasedLineSimpleMaterial\r\n */\r\nexport class GreasedLineSimpleMaterial extends ShaderMaterial implements IGreasedLineMaterial {\r\n /**\r\n * Force to use GLSL in WebGPU\r\n */\r\n public static ForceGLSL = false;\r\n\r\n private _visibility: number;\r\n private _width: number;\r\n private _useDash: boolean;\r\n private _dashCount: number;\r\n private _dashArray: number;\r\n private _dashRatio: number;\r\n private _dashOffset: number;\r\n private _useColors: boolean;\r\n private _color: Color3 = Color3.White();\r\n private _colors: Nullable<Color3[]>;\r\n private _colorsDistributionType: GreasedLineMeshColorDistributionType = GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_SEGMENT;\r\n private _colorMode: GreasedLineMeshColorMode;\r\n private _colorsSampling: number;\r\n private _resolution: Vector2;\r\n private _sizeAttenuation: boolean;\r\n private _colorsTexture: Nullable<RawTexture> = null;\r\n private _cameraFacing: boolean;\r\n\r\n /**\r\n * GreasedLineSimple material constructor\r\n * @param name material name\r\n * @param scene the scene\r\n * @param options material options\r\n */\r\n constructor(name: string, scene: Scene, options: GreasedLineMaterialOptions) {\r\n const engine = scene.getEngine();\r\n const isWGSL = engine.isWebGPU && !(options.forceGLSL || GreasedLineSimpleMaterial.ForceGLSL);\r\n\r\n const defines = [\r\n `COLOR_DISTRIBUTION_TYPE_LINE ${GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_LINE}.`,\r\n `COLOR_DISTRIBUTION_TYPE_SEGMENT ${GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_SEGMENT}.`,\r\n `COLOR_MODE_SET ${GreasedLineMeshColorMode.COLOR_MODE_SET}.`,\r\n `COLOR_MODE_ADD ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.`,\r\n `COLOR_MODE_MULTIPLY ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.`,\r\n ];\r\n if (scene.useRightHandedSystem) {\r\n defines.push(\"GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM\");\r\n }\r\n\r\n const attributes = [\"position\", \"grl_widths\", \"grl_offsets\", \"grl_colorPointers\"];\r\n\r\n if (options.cameraFacing) {\r\n defines.push(\"GREASED_LINE_CAMERA_FACING\");\r\n attributes.push(\"grl_previousAndSide\", \"grl_nextAndCounters\");\r\n } else {\r\n attributes.push(\"grl_slopes\");\r\n attributes.push(\"grl_counters\");\r\n }\r\n\r\n const uniforms = [\r\n \"grlColorsWidth\",\r\n \"grlUseColors\",\r\n \"grlWidth\",\r\n \"grlColor\",\r\n \"grl_colorModeAndColorDistributionType\",\r\n \"grlResolution\",\r\n \"grlAspect\",\r\n \"grlAizeAttenuation\",\r\n \"grlDashArray\",\r\n \"grlDashOffset\",\r\n \"grlDashRatio\",\r\n \"grlUseDash\",\r\n \"grlVisibility\",\r\n \"grlColors\",\r\n ];\r\n\r\n if (!isWGSL) {\r\n uniforms.push(\"world\", \"viewProjection\", \"view\", \"projection\");\r\n }\r\n\r\n super(\r\n name,\r\n scene,\r\n {\r\n vertex: \"greasedLine\",\r\n fragment: \"greasedLine\",\r\n },\r\n {\r\n uniformBuffers: isWGSL ? [\"Scene\", \"Mesh\"] : undefined,\r\n attributes,\r\n uniforms,\r\n samplers: isWGSL ? [] : [\"grlColors\"],\r\n defines,\r\n extraInitializationsAsync: async () => {\r\n if (isWGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/greasedLine.vertex\"), import(\"../../ShadersWGSL/greasedLine.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/greasedLine.vertex\"), import(\"../../Shaders/greasedLine.fragment\")]);\r\n }\r\n },\r\n shaderLanguage: isWGSL ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n }\r\n );\r\n\r\n options = options || {\r\n color: GreasedLineMaterialDefaults.DEFAULT_COLOR,\r\n };\r\n\r\n this.visibility = options.visibility ?? 1;\r\n this.useDash = options.useDash ?? false;\r\n this.dashRatio = options.dashRatio ?? 0.5;\r\n this.dashOffset = options.dashOffset ?? 0;\r\n this.dashCount = options.dashCount ?? 1; // calculate the _dashArray value, call the setter\r\n this.width = options.width\r\n ? options.width\r\n : options.sizeAttenuation && options.cameraFacing\r\n ? GreasedLineMaterialDefaults.DEFAULT_WIDTH_ATTENUATED\r\n : GreasedLineMaterialDefaults.DEFAULT_WIDTH;\r\n this.sizeAttenuation = options.sizeAttenuation ?? false;\r\n this.color = options.color ?? Color3.White();\r\n this.useColors = options.useColors ?? false;\r\n this.colorsDistributionType = options.colorDistributionType ?? GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_SEGMENT;\r\n this.colorsSampling = options.colorsSampling ?? RawTexture.NEAREST_NEAREST;\r\n this.colorMode = options.colorMode ?? GreasedLineMeshColorMode.COLOR_MODE_SET;\r\n this._colors = options.colors ?? null;\r\n this._cameraFacing = options.cameraFacing ?? true;\r\n this.resolution = options.resolution ?? new Vector2(engine.getRenderWidth(), engine.getRenderHeight()); // calculate aspect call the setter\r\n\r\n if (options.colorsTexture) {\r\n this.colorsTexture = options.colorsTexture;\r\n } else {\r\n if (this._colors) {\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this.name}-colors-texture`, this._colors, this.colorsSampling, scene);\r\n } else {\r\n this._color = this._color ?? GreasedLineMaterialDefaults.DEFAULT_COLOR;\r\n this.colorsTexture = GreasedLineTools.PrepareEmptyColorsTexture(scene);\r\n }\r\n }\r\n\r\n if (isWGSL) {\r\n const sampler = new TextureSampler();\r\n sampler.setParameters(); // use the default values\r\n sampler.samplingMode = this.colorsSampling;\r\n this.setTextureSampler(\"grlColorsSampler\", sampler);\r\n }\r\n\r\n engine.onDisposeObservable.add(() => {\r\n GreasedLineTools.DisposeEmptyColorsTexture();\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the plugin material.\r\n */\r\n public override dispose(): void {\r\n if (this._colorsTexture && this._colorsTexture !== GreasedLineMaterialDefaults.EmptyColorsTexture) {\r\n this._colorsTexture.dispose();\r\n }\r\n super.dispose();\r\n }\r\n\r\n private _setColorModeAndColorDistributionType() {\r\n this.setVector2(\"grl_colorModeAndColorDistributionType\", new Vector2(this._colorMode, this._colorsDistributionType));\r\n }\r\n\r\n /**\r\n * Updates the material. Use when material created in lazy mode.\r\n */\r\n public updateLazy() {\r\n if (this._colors) {\r\n this.setColors(this._colors, false, true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the colors used to colorize the line\r\n */\r\n get colors() {\r\n return this._colors;\r\n }\r\n\r\n /**\r\n * Sets the colors used to colorize the line\r\n */\r\n set colors(value: Nullable<Color3[]>) {\r\n this.setColors(value);\r\n }\r\n\r\n /**\r\n * Creates or updates the colors texture\r\n * @param colors color table RGBA\r\n * @param lazy if lazy, the colors are not updated\r\n * @param forceNewTexture force creation of a new texture\r\n */\r\n public setColors(colors: Nullable<Color3[]>, lazy = false, forceNewTexture = false): void {\r\n const origColorsCount = this._colors?.length ?? 0;\r\n\r\n this._colors = colors;\r\n\r\n if (colors === null || colors.length === 0) {\r\n if (this._colorsTexture && this._colorsTexture !== GreasedLineMaterialDefaults.EmptyColorsTexture) {\r\n this._colorsTexture.dispose();\r\n }\r\n const scene = this.getScene();\r\n if (scene) {\r\n this.colorsTexture = GreasedLineTools.PrepareEmptyColorsTexture(scene);\r\n }\r\n return;\r\n }\r\n\r\n if (lazy && !forceNewTexture) {\r\n return;\r\n }\r\n\r\n if (this._colorsTexture && origColorsCount === colors.length && !forceNewTexture) {\r\n const colorArray = GreasedLineTools.Color3toRGBAUint8(colors);\r\n this._colorsTexture.update(colorArray);\r\n } else {\r\n if (this._colorsTexture && this._colorsTexture !== GreasedLineMaterialDefaults.EmptyColorsTexture) {\r\n this._colorsTexture.dispose();\r\n }\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this.name}-colors-texture`, colors, this.colorsSampling, this.getScene());\r\n }\r\n }\r\n\r\n /**\r\n * Gets the colors texture\r\n */\r\n get colorsTexture() {\r\n return (this._colorsTexture as RawTexture) ?? null;\r\n }\r\n\r\n /**\r\n * Sets the colorsTexture\r\n */\r\n set colorsTexture(value: RawTexture) {\r\n this._colorsTexture = value;\r\n this.setFloat(\"grlColorsWidth\", this._colorsTexture.getSize().width);\r\n this.setTexture(\"grlColors\", this._colorsTexture);\r\n }\r\n\r\n /**\r\n * Line base width. At each point the line width is calculated by widths[pointIndex] * width\r\n */\r\n get width() {\r\n return this._width;\r\n }\r\n\r\n /**\r\n * Line base width. At each point the line width is calculated by widths[pointIndex] * width\r\n */\r\n set width(value: number) {\r\n this._width = value;\r\n this.setFloat(\"grlWidth\", value);\r\n }\r\n\r\n /**\r\n * Whether to use the colors option to colorize the line\r\n */\r\n get useColors() {\r\n return this._useColors;\r\n }\r\n\r\n set useColors(value: boolean) {\r\n this._useColors = value;\r\n this.setFloat(\"grlUseColors\", GreasedLineTools.BooleanToNumber(value));\r\n }\r\n\r\n /**\r\n * The type of sampling of the colors texture. The values are the same when using with textures.\r\n */\r\n get colorsSampling() {\r\n return this._colorsSampling;\r\n }\r\n\r\n /**\r\n * The type of sampling of the colors texture. The values are the same when using with textures.\r\n */\r\n set colorsSampling(value: number) {\r\n this._colorsSampling = value;\r\n }\r\n\r\n /**\r\n * Normalized value of how much of the line will be visible\r\n * 0 - 0% of the line will be visible\r\n * 1 - 100% of the line will be visible\r\n */\r\n get visibility() {\r\n return this._visibility;\r\n }\r\n\r\n set visibility(value: number) {\r\n this._visibility = value;\r\n this.setFloat(\"grlVisibility\", value);\r\n }\r\n\r\n /**\r\n * Turns on/off dash mode\r\n */\r\n get useDash() {\r\n return this._useDash;\r\n }\r\n\r\n /**\r\n * Turns on/off dash mode\r\n */\r\n set useDash(value: boolean) {\r\n this._useDash = value;\r\n this.setFloat(\"grlUseDash\", GreasedLineTools.BooleanToNumber(value));\r\n }\r\n\r\n /**\r\n * Gets the dash offset\r\n */\r\n get dashOffset() {\r\n return this._dashOffset;\r\n }\r\n\r\n /**\r\n * Sets the dash offset\r\n */\r\n set dashOffset(value: number) {\r\n this._dashOffset = value;\r\n this.setFloat(\"grlDashOffset\", value);\r\n }\r\n\r\n /**\r\n * Length of the dash. 0 to 1. 0.5 means half empty, half drawn.\r\n */\r\n get dashRatio() {\r\n return this._dashRatio;\r\n }\r\n\r\n /**\r\n * Length of the dash. 0 to 1. 0.5 means half empty, half drawn.\r\n */\r\n set dashRatio(value: number) {\r\n this._dashRatio = value;\r\n this.setFloat(\"grlDashRatio\", value);\r\n }\r\n\r\n /**\r\n * Gets the number of dashes in the line\r\n */\r\n get dashCount() {\r\n return this._dashCount;\r\n }\r\n /**\r\n * Sets the number of dashes in the line\r\n * @param value dash\r\n */\r\n set dashCount(value: number) {\r\n this._dashCount = value;\r\n this._dashArray = 1 / value;\r\n this.setFloat(\"grlDashArray\", this._dashArray);\r\n }\r\n\r\n /**\r\n * False means 1 unit in width = 1 unit on scene, true means 1 unit in width is reduced on the screen to make better looking lines\r\n */\r\n get sizeAttenuation() {\r\n return this._sizeAttenuation;\r\n }\r\n\r\n /**\r\n * Turn on/off attenuation of the width option and widths array.\r\n * @param value false means 1 unit in width = 1 unit on scene, true means 1 unit in width is reduced on the screen to make better looking lines\r\n */\r\n set sizeAttenuation(value: boolean) {\r\n this._sizeAttenuation = value;\r\n this.setFloat(\"grlSizeAttenuation\", GreasedLineTools.BooleanToNumber(value));\r\n }\r\n\r\n /**\r\n * Gets the color of the line\r\n */\r\n get color() {\r\n return this._color;\r\n }\r\n\r\n /**\r\n * Sets the color of the line\r\n * @param value Color3\r\n */\r\n set color(value: Color3) {\r\n this.setColor(value);\r\n }\r\n\r\n /**\r\n * Sets the color of the line. If set the whole line will be mixed with this color according to the colorMode option.\r\n * The simple material always needs a color to be set. If you set it to null it will set the color to the default color (GreasedLineSimpleMaterial.DEFAULT_COLOR).\r\n * @param value color\r\n */\r\n public setColor(value: Nullable<Color3>) {\r\n value = value ?? GreasedLineMaterialDefaults.DEFAULT_COLOR;\r\n this._color = value;\r\n this.setColor3(\"grlColor\", value);\r\n }\r\n\r\n /**\r\n * Gets the color distributiopn type\r\n */\r\n get colorsDistributionType() {\r\n return this._colorsDistributionType;\r\n }\r\n\r\n /**\r\n * Sets the color distribution type\r\n * @see GreasedLineMeshColorDistributionType\r\n * @param value color distribution type\r\n */\r\n set colorsDistributionType(value: GreasedLineMeshColorDistributionType) {\r\n this._colorsDistributionType = value;\r\n this._setColorModeAndColorDistributionType();\r\n }\r\n\r\n /**\r\n * Gets the mixing mode of the color and colors paramaters. Default value is GreasedLineMeshColorMode.SET.\r\n * MATERIAL_TYPE_SIMPLE mixes the color and colors of the greased line material.\r\n * @see GreasedLineMeshColorMode\r\n */\r\n get colorMode() {\r\n return this._colorMode;\r\n }\r\n\r\n /**\r\n * Sets the mixing mode of the color and colors paramaters. Default value is GreasedLineMeshColorMode.SET.\r\n * MATERIAL_TYPE_SIMPLE mixes the color and colors of the greased line material.\r\n * @see GreasedLineMeshColorMode\r\n */\r\n set colorMode(value: GreasedLineMeshColorMode) {\r\n this._colorMode = value;\r\n this._setColorModeAndColorDistributionType();\r\n }\r\n\r\n /**\r\n * Gets the resolution\r\n */\r\n get resolution() {\r\n return this._resolution;\r\n }\r\n\r\n /**\r\n * Sets the resolution\r\n * @param value resolution of the screen for GreasedLine\r\n */\r\n set resolution(value: Vector2) {\r\n this._resolution = value;\r\n this.setVector2(\"grlResolution\", value);\r\n this.setFloat(\"grlAspect\", value.x / value.y);\r\n }\r\n\r\n /**\r\n * Serializes this plugin material\r\n * @returns serializationObjec\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n const greasedLineMaterialOptions: GreasedLineMaterialOptions = {\r\n colorDistributionType: this._colorsDistributionType,\r\n colorsSampling: this._colorsSampling,\r\n colorMode: this._colorMode,\r\n color: this._color,\r\n dashCount: this._dashCount,\r\n dashOffset: this._dashOffset,\r\n dashRatio: this._dashRatio,\r\n resolution: this._resolution,\r\n sizeAttenuation: this._sizeAttenuation,\r\n useColors: this._useColors,\r\n useDash: this._useDash,\r\n visibility: this._visibility,\r\n width: this._width,\r\n cameraFacing: this._cameraFacing,\r\n };\r\n\r\n if (this._colors) {\r\n greasedLineMaterialOptions.colors = this._colors;\r\n }\r\n\r\n serializationObject.greasedLineMaterialOptions = greasedLineMaterialOptions;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a serialized objects\r\n * @param source serialized object\r\n * @param scene scene\r\n * @param _rootUrl root url for textures\r\n */\r\n public parse(source: any, scene: Scene, _rootUrl: string): void {\r\n const greasedLineMaterialOptions = <GreasedLineMaterialOptions>source.greasedLineMaterialOptions;\r\n\r\n this._colorsTexture?.dispose();\r\n\r\n if (greasedLineMaterialOptions.color) {\r\n this.color = greasedLineMaterialOptions.color;\r\n }\r\n if (greasedLineMaterialOptions.colorDistributionType) {\r\n this.colorsDistributionType = greasedLineMaterialOptions.colorDistributionType;\r\n }\r\n if (greasedLineMaterialOptions.colorsSampling) {\r\n this.colorsSampling = greasedLineMaterialOptions.colorsSampling;\r\n }\r\n if (greasedLineMaterialOptions.colorMode) {\r\n this.colorMode = greasedLineMaterialOptions.colorMode;\r\n }\r\n if (greasedLineMaterialOptions.useColors) {\r\n this.useColors = greasedLineMaterialOptions.useColors;\r\n }\r\n if (greasedLineMaterialOptions.visibility) {\r\n this.visibility = greasedLineMaterialOptions.visibility;\r\n }\r\n if (greasedLineMaterialOptions.useDash) {\r\n this.useDash = greasedLineMaterialOptions.useDash;\r\n }\r\n if (greasedLineMaterialOptions.dashCount) {\r\n this.dashCount = greasedLineMaterialOptions.dashCount;\r\n }\r\n if (greasedLineMaterialOptions.dashRatio) {\r\n this.dashRatio = greasedLineMaterialOptions.dashRatio;\r\n }\r\n if (greasedLineMaterialOptions.dashOffset) {\r\n this.dashOffset = greasedLineMaterialOptions.dashOffset;\r\n }\r\n if (greasedLineMaterialOptions.width) {\r\n this.width = greasedLineMaterialOptions.width;\r\n }\r\n if (greasedLineMaterialOptions.sizeAttenuation) {\r\n this.sizeAttenuation = greasedLineMaterialOptions.sizeAttenuation;\r\n }\r\n if (greasedLineMaterialOptions.resolution) {\r\n this.resolution = greasedLineMaterialOptions.resolution;\r\n }\r\n if (greasedLineMaterialOptions.colors) {\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this.name}-colors-texture`, greasedLineMaterialOptions.colors, this.colorsSampling, this.getScene());\r\n } else {\r\n this.colorsTexture = GreasedLineTools.PrepareEmptyColorsTexture(scene);\r\n }\r\n\r\n this._cameraFacing = greasedLineMaterialOptions.cameraFacing ?? true;\r\n this.setDefine(\"GREASED_LINE_CAMERA_FACING\", this._cameraFacing);\r\n }\r\n}\r\n"]}
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@@ -146,11 +146,11 @@ export class PrePassOutputBlock extends NodeMaterialBlock {
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state.compilationString += `#endif\r\n`;
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state.compilationString += `#ifdef PREPASS_SCREENSPACE_DEPTH\r\n`;
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state.compilationString += ` fragData[PREPASS_SCREENSPACE_DEPTH_INDEX] = ${vec4}(${screenDepth.associatedVariableName}, 0.0, 0.0, 1.0);\r\n`;
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state.compilationString += ` fragData[PREPASS_SCREENSPACE_DEPTH_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\r\n`;
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state.compilationString += `#endif\r\n`;
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state.compilationString += `#ifdef PREPASS_POSITION\r\n`;
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@@ -164,11 +164,11 @@ export class PrePassOutputBlock extends NodeMaterialBlock {
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state.compilationString += `#endif\r\n`;
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state.compilationString += `#ifdef PREPASS_LOCAL_POSITION\r\n`;
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state.compilationString += ` fragData[PREPASS_LOCAL_POSITION_INDEX] = ${vec4}(${localPosition.associatedVariableName}.rgb, ${localPosition.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? localPosition.associatedVariableName + ".a" : "1.0"});\r\n`;
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state.compilationString += ` fragData[PREPASS_LOCAL_POSITION_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\r\n`;
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state.compilationString += `#endif\r\n`;
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state.compilationString += `#ifdef PREPASS_NORMAL\r\n`;
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@@ -182,11 +182,11 @@ export class PrePassOutputBlock extends NodeMaterialBlock {
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state.compilationString += `#endif\r\n`;
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state.compilationString += `#ifdef PREPASS_WORLD_NORMAL\r\n`;
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state.compilationString += ` fragData[PREPASS_WORLD_NORMAL_INDEX] = ${vec4}(${worldNormal.associatedVariableName}.rgb, ${worldNormal.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? worldNormal.associatedVariableName + ".a" : "1.0"});\r\n`;
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state.compilationString += ` fragData[PREPASS_WORLD_NORMAL_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\r\n`;
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state.compilationString += `#endif\r\n`;
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state.compilationString += `#ifdef PREPASS_REFLECTIVITY\r\n`;
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@@ -1 +1 @@
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-
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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used to output values on the prepass textures\r\n * @see https://playground.babylonjs.com/#WW65SN#9\r\n */\r\nexport class PrePassOutputBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new PrePassOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true);\r\n\r\n this.registerInput(\"viewDepth\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"screenDepth\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"localPosition\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"viewNormal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"reflectivity\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"velocity\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"velocityLinear\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n\r\n this.inputs[2].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[3].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[4].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[5].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[6].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector3 |\r\n NodeMaterialBlockConnectionPointTypes.Vector4 |\r\n NodeMaterialBlockConnectionPointTypes.Color3 |\r\n NodeMaterialBlockConnectionPointTypes.Color4\r\n );\r\n this.inputs[7].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[8].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\");\r\n } else {\r\n await import(\"../../../../Shaders/ShadersInclude/helperFunctions\");\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"PrePassOutputBlock\";\r\n }\r\n\r\n /**\r\n * Gets the view depth component\r\n */\r\n public get viewDepth(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the screen depth component\r\n */\r\n public get screenDepth(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the world position component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the position in local space component\r\n */\r\n public get localPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the view normal component\r\n */\r\n public get viewNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the world normal component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the reflectivity component\r\n */\r\n public get reflectivity(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the velocity component\r\n */\r\n public get velocity(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the linear velocity component\r\n */\r\n public get velocityLinear(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n private _getFragData(isWebGPU: boolean, index: number) {\r\n return isWebGPU ? `fragmentOutputs.fragData${index}` : `gl_FragData[${index}]`;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const worldPosition = this.worldPosition;\r\n const localPosition = this.localPosition;\r\n const viewNormal = this.viewNormal;\r\n const worldNormal = this.worldNormal;\r\n const viewDepth = this.viewDepth;\r\n const reflectivity = this.reflectivity;\r\n const screenDepth = this.screenDepth;\r\n const velocity = this.velocity;\r\n const velocityLinear = this.velocityLinear;\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state.compilationString += `#if defined(PREPASS)\\r\\n`;\r\n state.compilationString += isWebGPU ? `var fragData: array<vec4<f32>, SCENE_MRT_COUNT>;\\r\\n` : `vec4 fragData[SCENE_MRT_COUNT];\\r\\n`;\r\n\r\n state.compilationString += `#ifdef PREPASS_DEPTH\\r\\n`;\r\n if (viewDepth.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_DEPTH_INDEX] = ${vec4}(${viewDepth.associatedVariableName}, 0.0, 0.0, 1.0);\\r\\n`;\r\n } else {\r\n // We have to write something on the viewDepth output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_DEPTH_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_SCREENSPACE_DEPTH\\r\\n`;\r\n if (screenDepth.connectedPoint) {\r\n state.compilationString += ` gl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX] = vec4(${screenDepth.associatedVariableName}, 0.0, 0.0, 1.0);\\r\\n`;\r\n } else {\r\n // We have to write something on the viewDepth output or it will raise a gl error\r\n state.compilationString += ` gl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX] = vec4(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_POSITION\\r\\n`;\r\n if (worldPosition.connectedPoint) {\r\n state.compilationString += `fragData[PREPASS_POSITION_INDEX] = ${vec4}(${worldPosition.associatedVariableName}.rgb, ${\r\n worldPosition.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? worldPosition.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the position output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_POSITION_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_LOCAL_POSITION\\r\\n`;\r\n if (localPosition.connectedPoint) {\r\n state.compilationString += ` gl_FragData[PREPASS_LOCAL_POSITION_INDEX] = vec4(${localPosition.associatedVariableName}.rgb, ${\r\n localPosition.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? localPosition.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the position output or it will raise a gl error\r\n state.compilationString += ` gl_FragData[PREPASS_LOCAL_POSITION_INDEX] = vec4(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_NORMAL\\r\\n`;\r\n if (viewNormal.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_NORMAL_INDEX] = ${vec4}(${viewNormal.associatedVariableName}.rgb, ${\r\n viewNormal.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? viewNormal.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the normal output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_NORMAL_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_WORLD_NORMAL\\r\\n`;\r\n if (worldNormal.connectedPoint) {\r\n state.compilationString += ` gl_FragData[PREPASS_WORLD_NORMAL_INDEX] = vec4(${worldNormal.associatedVariableName}.rgb, ${\r\n worldNormal.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? worldNormal.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the normal output or it will raise a gl error\r\n state.compilationString += ` gl_FragData[PREPASS_WORLD_NORMAL_INDEX] = vec4(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_REFLECTIVITY\\r\\n`;\r\n if (reflectivity.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_REFLECTIVITY_INDEX] = ${vec4}(${reflectivity.associatedVariableName}.rgb, ${\r\n reflectivity.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? reflectivity.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the reflectivity output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_REFLECTIVITY_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_VELOCITY\\r\\n`;\r\n if (velocity.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_INDEX] = ${vec4}(${velocity.associatedVariableName}.rgb, ${\r\n velocity.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? velocity.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the reflectivity output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_VELOCITY_LINEAR\\r\\n`;\r\n if (velocityLinear.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_LINEAR_INDEX] = ${vec4}(${velocityLinear.associatedVariableName}.rgb, ${\r\n velocityLinear.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? velocityLinear.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the reflectivity output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_LINEAR_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += `#if SCENE_MRT_COUNT > 1\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 1)} = fragData[1];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 2\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 2)} = fragData[2];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 3\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 3)} = fragData[3];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 4\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 4)} = fragData[4];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 5\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 5)} = fragData[5];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 6\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 6)} = fragData[6];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 7\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 7)} = fragData[7];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for prePassOutputBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterPrePassOutputBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.PrePassOutputBlock\", PrePassOutputBlock);\r\n}\r\n"]}
|
|
1
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+
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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used to output values on the prepass textures\r\n * @see https://playground.babylonjs.com/#WW65SN#9\r\n */\r\nexport class PrePassOutputBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new PrePassOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true);\r\n\r\n this.registerInput(\"viewDepth\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"screenDepth\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"localPosition\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"viewNormal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"reflectivity\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"velocity\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"velocityLinear\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n\r\n this.inputs[2].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[3].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[4].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[5].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[6].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector3 |\r\n NodeMaterialBlockConnectionPointTypes.Vector4 |\r\n NodeMaterialBlockConnectionPointTypes.Color3 |\r\n NodeMaterialBlockConnectionPointTypes.Color4\r\n );\r\n this.inputs[7].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[8].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\");\r\n } else {\r\n await import(\"../../../../Shaders/ShadersInclude/helperFunctions\");\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"PrePassOutputBlock\";\r\n }\r\n\r\n /**\r\n * Gets the view depth component\r\n */\r\n public get viewDepth(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the screen depth component\r\n */\r\n public get screenDepth(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the world position component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the position in local space component\r\n */\r\n public get localPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the view normal component\r\n */\r\n public get viewNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the world normal component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the reflectivity component\r\n */\r\n public get reflectivity(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the velocity component\r\n */\r\n public get velocity(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the linear velocity component\r\n */\r\n public get velocityLinear(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n private _getFragData(isWebGPU: boolean, index: number) {\r\n return isWebGPU ? `fragmentOutputs.fragData${index}` : `gl_FragData[${index}]`;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const worldPosition = this.worldPosition;\r\n const localPosition = this.localPosition;\r\n const viewNormal = this.viewNormal;\r\n const worldNormal = this.worldNormal;\r\n const viewDepth = this.viewDepth;\r\n const reflectivity = this.reflectivity;\r\n const screenDepth = this.screenDepth;\r\n const velocity = this.velocity;\r\n const velocityLinear = this.velocityLinear;\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state.compilationString += `#if defined(PREPASS)\\r\\n`;\r\n state.compilationString += isWebGPU ? `var fragData: array<vec4<f32>, SCENE_MRT_COUNT>;\\r\\n` : `vec4 fragData[SCENE_MRT_COUNT];\\r\\n`;\r\n\r\n state.compilationString += `#ifdef PREPASS_DEPTH\\r\\n`;\r\n if (viewDepth.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_DEPTH_INDEX] = ${vec4}(${viewDepth.associatedVariableName}, 0.0, 0.0, 1.0);\\r\\n`;\r\n } else {\r\n // We have to write something on the viewDepth output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_DEPTH_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_SCREENSPACE_DEPTH\\r\\n`;\r\n if (screenDepth.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_SCREENSPACE_DEPTH_INDEX] = ${vec4}(${screenDepth.associatedVariableName}, 0.0, 0.0, 1.0);\\r\\n`;\r\n } else {\r\n // We have to write something on the viewDepth output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_SCREENSPACE_DEPTH_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_POSITION\\r\\n`;\r\n if (worldPosition.connectedPoint) {\r\n state.compilationString += `fragData[PREPASS_POSITION_INDEX] = ${vec4}(${worldPosition.associatedVariableName}.rgb, ${\r\n worldPosition.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? worldPosition.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the position output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_POSITION_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_LOCAL_POSITION\\r\\n`;\r\n if (localPosition.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_LOCAL_POSITION_INDEX] = ${vec4}(${localPosition.associatedVariableName}.rgb, ${\r\n localPosition.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? localPosition.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the position output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_LOCAL_POSITION_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_NORMAL\\r\\n`;\r\n if (viewNormal.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_NORMAL_INDEX] = ${vec4}(${viewNormal.associatedVariableName}.rgb, ${\r\n viewNormal.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? viewNormal.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the normal output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_NORMAL_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_WORLD_NORMAL\\r\\n`;\r\n if (worldNormal.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_WORLD_NORMAL_INDEX] = ${vec4}(${worldNormal.associatedVariableName}.rgb, ${\r\n worldNormal.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? worldNormal.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the normal output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_WORLD_NORMAL_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_REFLECTIVITY\\r\\n`;\r\n if (reflectivity.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_REFLECTIVITY_INDEX] = ${vec4}(${reflectivity.associatedVariableName}.rgb, ${\r\n reflectivity.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? reflectivity.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the reflectivity output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_REFLECTIVITY_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_VELOCITY\\r\\n`;\r\n if (velocity.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_INDEX] = ${vec4}(${velocity.associatedVariableName}.rgb, ${\r\n velocity.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? velocity.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the reflectivity output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_VELOCITY_LINEAR\\r\\n`;\r\n if (velocityLinear.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_LINEAR_INDEX] = ${vec4}(${velocityLinear.associatedVariableName}.rgb, ${\r\n velocityLinear.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? velocityLinear.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the reflectivity output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_LINEAR_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += `#if SCENE_MRT_COUNT > 1\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 1)} = fragData[1];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 2\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 2)} = fragData[2];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 3\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 3)} = fragData[3];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 4\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 4)} = fragData[4];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 5\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 5)} = fragData[5];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 6\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 6)} = fragData[6];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 7\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 7)} = fragData[7];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for prePassOutputBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterPrePassOutputBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.PrePassOutputBlock\", PrePassOutputBlock);\r\n}\r\n"]}
|
|
@@ -114,6 +114,18 @@ export declare class NodeMaterialDefines extends NodeMaterialDefines_base {
|
|
|
114
114
|
PREPASS_SCREENSPACE_DEPTH: boolean;
|
|
115
115
|
/** Clip-space depth index */
|
|
116
116
|
PREPASS_SCREENSPACE_DEPTH_INDEX: number;
|
|
117
|
+
/** Reflectivity */
|
|
118
|
+
PREPASS_REFLECTIVITY: boolean;
|
|
119
|
+
/** Reflectivity index */
|
|
120
|
+
PREPASS_REFLECTIVITY_INDEX: number;
|
|
121
|
+
/** Velocity */
|
|
122
|
+
PREPASS_VELOCITY: boolean;
|
|
123
|
+
/** Velocity index */
|
|
124
|
+
PREPASS_VELOCITY_INDEX: number;
|
|
125
|
+
/** Velocity linear */
|
|
126
|
+
PREPASS_VELOCITY_LINEAR: boolean;
|
|
127
|
+
/** Velocity linear index */
|
|
128
|
+
PREPASS_VELOCITY_LINEAR_INDEX: number;
|
|
117
129
|
/** Scene MRT count */
|
|
118
130
|
SCENE_MRT_COUNT: number;
|
|
119
131
|
/** BONES */
|
|
@@ -90,6 +90,18 @@ export class NodeMaterialDefines extends ImageProcessingDefinesMixin(NodeMateria
|
|
|
90
90
|
this.PREPASS_SCREENSPACE_DEPTH = false;
|
|
91
91
|
/** Clip-space depth index */
|
|
92
92
|
this.PREPASS_SCREENSPACE_DEPTH_INDEX = -1;
|
|
93
|
+
/** Reflectivity */
|
|
94
|
+
this.PREPASS_REFLECTIVITY = false;
|
|
95
|
+
/** Reflectivity index */
|
|
96
|
+
this.PREPASS_REFLECTIVITY_INDEX = -1;
|
|
97
|
+
/** Velocity */
|
|
98
|
+
this.PREPASS_VELOCITY = false;
|
|
99
|
+
/** Velocity index */
|
|
100
|
+
this.PREPASS_VELOCITY_INDEX = -1;
|
|
101
|
+
/** Velocity linear */
|
|
102
|
+
this.PREPASS_VELOCITY_LINEAR = false;
|
|
103
|
+
/** Velocity linear index */
|
|
104
|
+
this.PREPASS_VELOCITY_LINEAR_INDEX = -1;
|
|
93
105
|
/** Scene MRT count */
|
|
94
106
|
this.SCENE_MRT_COUNT = 0;
|
|
95
107
|
/** BONES */
|
|
@@ -909,6 +921,28 @@ export class NodeMaterial extends NodeMaterialBase {
|
|
|
909
921
|
this._createEffectForPostProcess(postProcess);
|
|
910
922
|
}
|
|
911
923
|
_createEffectForPostProcess(postProcess, camera, options = 1, samplingMode = 1, engine, reusable, textureType = 0, textureFormat = 5) {
|
|
924
|
+
// The post process effect is built from the shader code produced by the node graph. That code
|
|
925
|
+
// is only available once the build has completed. Some blocks (e.g. CurrentScreenBlock) load
|
|
926
|
+
// their shader sources asynchronously, so the build may still be running when this is called
|
|
927
|
+
// (for instance right after a synchronous NodeMaterial.Parse). Registering the still empty
|
|
928
|
+
// shaders would make the engine try to fetch them from a URL and fail with a 404, leaving the
|
|
929
|
+
// post process blank. Defer the effect creation until the build has completed.
|
|
930
|
+
if (!this._buildWasSuccessful) {
|
|
931
|
+
if (!postProcess) {
|
|
932
|
+
// Create the handle now with compilation blocked so callers can attach their observers;
|
|
933
|
+
// the actual effect is created once the build completes.
|
|
934
|
+
postProcess = new PostProcess(this.name + "PostProcess", "postprocess", null, null, options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", undefined, true, textureFormat, this.shaderLanguage);
|
|
935
|
+
postProcess.nodeMaterialSource = this;
|
|
936
|
+
}
|
|
937
|
+
const deferredPostProcess = postProcess;
|
|
938
|
+
this.onBuildObservable.addOnce(() => {
|
|
939
|
+
this._createEffectForPostProcess(deferredPostProcess, camera, options, samplingMode, engine, reusable, textureType, textureFormat);
|
|
940
|
+
});
|
|
941
|
+
if (!this._buildIsInProgress) {
|
|
942
|
+
this.build();
|
|
943
|
+
}
|
|
944
|
+
return postProcess;
|
|
945
|
+
}
|
|
912
946
|
let tempName = this.name + this._buildId;
|
|
913
947
|
const defines = new NodeMaterialDefines();
|
|
914
948
|
let buildId = this._buildId;
|
|
@@ -920,7 +954,7 @@ export class NodeMaterial extends NodeMaterialBase {
|
|
|
920
954
|
postProcess = new PostProcess(this.name + "PostProcess", tempName, this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, options, camera, samplingMode, engine, reusable, defines.toString(), textureType, vertexCode ? tempName : "postprocess", { maxSimultaneousLights: this.maxSimultaneousLights }, false, textureFormat, this.shaderLanguage);
|
|
921
955
|
}
|
|
922
956
|
else {
|
|
923
|
-
postProcess.updateEffect(defines.toString(), this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, { maxSimultaneousLights: this.maxSimultaneousLights }, undefined, undefined, tempName, tempName);
|
|
957
|
+
postProcess.updateEffect(defines.toString(), this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, { maxSimultaneousLights: this.maxSimultaneousLights }, undefined, undefined, vertexCode ? tempName : "postprocess", tempName);
|
|
924
958
|
}
|
|
925
959
|
postProcess.nodeMaterialSource = this;
|
|
926
960
|
postProcess.onApplyObservable.add((effect) => {
|
|
@@ -933,8 +967,11 @@ export class NodeMaterial extends NodeMaterialBase {
|
|
|
933
967
|
}
|
|
934
968
|
const result = this._processDefines(defines);
|
|
935
969
|
if (result) {
|
|
936
|
-
|
|
937
|
-
|
|
970
|
+
// Recompute the vertex emission for the current build (the graph may have been rebuilt),
|
|
971
|
+
// and register with the material's shader language so WGSL post processes use the WGSL store.
|
|
972
|
+
const currentVertexCode = this._sharedData.checks.emitVertex ? this._vertexCompilationState._builtCompilationString : undefined;
|
|
973
|
+
Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, currentVertexCode, this.shaderLanguage);
|
|
974
|
+
TimingTools.SetImmediate(() => postProcess.updateEffect(defines.toString(), this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, { maxSimultaneousLights: this.maxSimultaneousLights }, undefined, undefined, currentVertexCode ? tempName : "postprocess", tempName));
|
|
938
975
|
}
|
|
939
976
|
this._checkInternals(effect);
|
|
940
977
|
});
|
|
@@ -953,16 +990,10 @@ export class NodeMaterial extends NodeMaterialBase {
|
|
|
953
990
|
}
|
|
954
991
|
let tempName = this.name + this._buildId;
|
|
955
992
|
const proceduralTexture = new ProceduralTexture(tempName, size, null, scene);
|
|
956
|
-
const defines = new NodeMaterialDefines();
|
|
957
|
-
const result = this._processDefines(defines);
|
|
958
|
-
Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, this._vertexCompilationState._builtCompilationString, this.shaderLanguage);
|
|
959
|
-
let effect = this.getScene().getEngine().createEffect({
|
|
960
|
-
vertexElement: tempName,
|
|
961
|
-
fragmentElement: tempName,
|
|
962
|
-
}, [VertexBuffer.PositionKind], this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, defines.toString(), result?.fallbacks, undefined, undefined, undefined, this.shaderLanguage);
|
|
963
993
|
proceduralTexture.nodeMaterialSource = this;
|
|
964
|
-
|
|
994
|
+
const defines = new NodeMaterialDefines();
|
|
965
995
|
let buildId = this._buildId;
|
|
996
|
+
let effect;
|
|
966
997
|
const refreshEffect = () => {
|
|
967
998
|
if (buildId !== this._buildId) {
|
|
968
999
|
delete Effect.ShadersStore[tempName + "VertexShader"];
|
|
@@ -975,14 +1006,20 @@ export class NodeMaterial extends NodeMaterialBase {
|
|
|
975
1006
|
if (result) {
|
|
976
1007
|
Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, this._vertexCompilationState._builtCompilationString, this.shaderLanguage);
|
|
977
1008
|
TimingTools.SetImmediate(() => {
|
|
1009
|
+
// The material may have been disposed before this deferred effect creation runs.
|
|
1010
|
+
if (!this._fragmentCompilationState) {
|
|
1011
|
+
return;
|
|
1012
|
+
}
|
|
978
1013
|
effect = this.getScene().getEngine().createEffect({
|
|
979
1014
|
vertexElement: tempName,
|
|
980
1015
|
fragmentElement: tempName,
|
|
981
|
-
}, [VertexBuffer.PositionKind], this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, defines.toString(), result?.fallbacks, undefined);
|
|
1016
|
+
}, [VertexBuffer.PositionKind], this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, defines.toString(), result?.fallbacks, undefined, undefined, undefined, this.shaderLanguage);
|
|
982
1017
|
proceduralTexture._setEffect(effect);
|
|
983
1018
|
});
|
|
984
1019
|
}
|
|
985
|
-
|
|
1020
|
+
if (effect) {
|
|
1021
|
+
this._checkInternals(effect);
|
|
1022
|
+
}
|
|
986
1023
|
};
|
|
987
1024
|
proceduralTexture.onBeforeGenerationObservable.add(() => {
|
|
988
1025
|
refreshEffect();
|
|
@@ -991,6 +1028,24 @@ export class NodeMaterial extends NodeMaterialBase {
|
|
|
991
1028
|
this.onBuildObservable.add(() => {
|
|
992
1029
|
refreshEffect();
|
|
993
1030
|
});
|
|
1031
|
+
// The effect is built from the shader code produced by the node graph, which is only available
|
|
1032
|
+
// once the build has completed. Some blocks (e.g. CurrentScreenBlock) load their shader sources
|
|
1033
|
+
// asynchronously, so the build may still be running here (for instance right after a synchronous
|
|
1034
|
+
// NodeMaterial.Parse). Creating the effect now would register empty shaders and make the engine
|
|
1035
|
+
// fetch them from a URL, failing with a 404. Only create the effect once the build has
|
|
1036
|
+
// succeeded; otherwise the onBuildObservable hook above creates it when the build completes.
|
|
1037
|
+
if (this._buildWasSuccessful) {
|
|
1038
|
+
const result = this._processDefines(defines);
|
|
1039
|
+
Effect.RegisterShader(tempName, this._fragmentCompilationState._builtCompilationString, this._vertexCompilationState._builtCompilationString, this.shaderLanguage);
|
|
1040
|
+
effect = this.getScene().getEngine().createEffect({
|
|
1041
|
+
vertexElement: tempName,
|
|
1042
|
+
fragmentElement: tempName,
|
|
1043
|
+
}, [VertexBuffer.PositionKind], this._fragmentCompilationState.uniforms, this._fragmentCompilationState.samplers, defines.toString(), result?.fallbacks, undefined, undefined, undefined, this.shaderLanguage);
|
|
1044
|
+
proceduralTexture._setEffect(effect);
|
|
1045
|
+
}
|
|
1046
|
+
else if (!this._buildIsInProgress) {
|
|
1047
|
+
this.build();
|
|
1048
|
+
}
|
|
994
1049
|
return proceduralTexture;
|
|
995
1050
|
}
|
|
996
1051
|
_createEffectForParticles(particleSystem, blendMode, onCompiled, onError, effect, defines, particleSystemDefinesJoined = "") {
|