@babylonjs/core 9.4.1 → 9.5.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/Inputs/freeCameraTouchInput.js +5 -3
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +11 -7
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
- package/Cameras/arcRotateCamera.js +2 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js +1 -0
- package/Cameras/camera.js.map +1 -1
- package/Cameras/followCamera.js +1 -1
- package/Cameras/followCamera.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +12 -0
- package/Collisions/gpuPicker.js +51 -0
- package/Collisions/gpuPicker.js.map +1 -1
- package/Compute/computeEffect.js +2 -2
- package/Compute/computeEffect.js.map +1 -1
- package/Culling/ray.core.js +46 -2
- package/Culling/ray.core.js.map +1 -1
- package/Debug/debugLayer.js +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Engines/Native/nativeHelpers.js +26 -0
- package/Engines/Native/nativeHelpers.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +26 -0
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +52 -0
- package/Engines/constants.js +52 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +13 -0
- package/Engines/thinEngine.js +52 -0
- package/Engines/thinEngine.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +10 -3
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +36 -3
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FlowGraph/flowGraphEventBlock.d.ts +13 -0
- package/FlowGraph/flowGraphEventBlock.js +21 -2
- package/FlowGraph/flowGraphEventBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +11 -3
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.js +26 -0
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Layers/layer.js +5 -1
- package/Layers/layer.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +1 -0
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js +19 -1
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Lights/light.d.ts +5 -0
- package/Lights/light.js +18 -2
- package/Lights/light.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +14 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.d.ts +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +6 -3
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +2 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +10 -3
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +2 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +10 -4
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +10 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.d.ts +42 -0
- package/Materials/PBR/openpbrMaterial.js +108 -13
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/Textures/Loaders/ktxTextureLoader.js +26 -0
- package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
- package/Materials/Textures/envCubeTexture.js +33 -15
- package/Materials/Textures/envCubeTexture.js.map +1 -1
- package/Materials/effect.functions.js +4 -4
- package/Materials/effect.functions.js.map +1 -1
- package/Materials/material.d.ts +16 -1
- package/Materials/material.js +16 -1
- package/Materials/material.js.map +1 -1
- package/Materials/standardMaterial.js +4 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +16 -18
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +24 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +93 -18
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
- package/Meshes/Node/nodeGeometry.js +10 -2
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Meshes/abstractMesh.js +1 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/mesh.js +3 -0
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +6 -0
- package/Meshes/transformNode.js +6 -0
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/brdfTextureTools.d.ts +12 -0
- package/Misc/brdfTextureTools.js +22 -0
- package/Misc/brdfTextureTools.js.map +1 -1
- package/Misc/depthReducer.js +1 -1
- package/Misc/depthReducer.js.map +1 -1
- package/Misc/snapshotRenderingHelper.d.ts +29 -2
- package/Misc/snapshotRenderingHelper.js +108 -1
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Misc/textureTools.js +26 -0
- package/Misc/textureTools.js.map +1 -1
- package/Misc/tools.js +1 -1
- package/Misc/tools.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateFlowMapBlock.js +17 -10
- package/Particles/Node/Blocks/Update/updateFlowMapBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js +14 -0
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.js +114 -12
- package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.d.ts +11 -0
- package/Particles/Node/nodeParticleBuildState.js +15 -0
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +33 -24
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/gpuParticleSystem.js +1 -0
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +13 -0
- package/Particles/thinParticleSystem.js +42 -6
- package/Particles/thinParticleSystem.js.map +1 -1
- package/PostProcesses/postProcessManager.d.ts +2 -0
- package/PostProcesses/postProcessManager.js +14 -8
- package/PostProcesses/postProcessManager.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +12 -9
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.js +6 -6
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Rendering/iblCdfGeneratorSceneComponent.d.ts +6 -0
- package/Rendering/iblCdfGeneratorSceneComponent.js +16 -0
- package/Rendering/iblCdfGeneratorSceneComponent.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +4 -1
- package/Rendering/prePassRenderer.js +31 -9
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +20 -7
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +20 -12
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +44 -16
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +4 -1
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrIblFunctions.js +8 -5
- package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrNormalMapFragment.js +2 -0
- package/Shaders/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrVolumeFunctions.js +1 -1
- package/Shaders/ShadersInclude/openpbrVolumeFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js +12 -7
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/Shaders/openpbr.fragment.js +14 -15
- package/Shaders/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +20 -7
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +21 -13
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +3 -3
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +44 -16
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +5 -3
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js +2 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +10 -10
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsVertex.js +4 -0
- package/ShadersWGSL/ShadersInclude/shadowsVertex.js.map +1 -1
- package/ShadersWGSL/openpbr.fragment.js +16 -17
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/Sprites/spriteManager.js +1 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +16 -0
- package/scene.js +13 -0
- package/scene.js.map +1 -1
package/Collisions/gpuPicker.js
CHANGED
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@@ -438,6 +438,7 @@ export class GPUPicker {
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// Invert Y
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const invertedY = rttSizeH - adjustedY - 1;
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this._preparePickingBuffer(this._engine, rttSizeW, rttSizeH, adjustedX, invertedY);
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+
await this._waitForPickingMaterialsReadyAsync();
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return await this._executePickingAsync(adjustedX, invertedY, disposeWhenDone);
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}
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/**
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@@ -486,6 +487,7 @@ export class GPUPicker {
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const h = Math.max(maxY - minY, 1);
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const partialCutH = rttSizeH - maxY - 1;
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this._preparePickingBuffer(this._engine, rttSizeW, rttSizeH, minX, partialCutH, w, h);
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await this._waitForPickingMaterialsReadyAsync();
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return await this._executeMultiPickingAsync(processedXY, minX, maxY, rttSizeH, w, h, disposeWhenDone);
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}
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/**
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@@ -520,6 +522,7 @@ export class GPUPicker {
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const h = Math.max(maxY - minY, 1);
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const partialCutH = rttSizeH - maxY - 1;
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this._preparePickingBuffer(this._engine, rttSizeW, rttSizeH, minX, partialCutH, w, h);
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await this._waitForPickingMaterialsReadyAsync();
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return await this._executeBoxPickingAsync(minX, partialCutH, w, h, disposeWhenDone);
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}
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_getRenderInfo() {
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@@ -706,6 +709,54 @@ export class GPUPicker {
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this._meshRenderingCount = 0;
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return false; // Wait for shaders to be ready
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}
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/**
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* Polls the picking material variant for every mesh in the render list until every
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* variant is ready. Picking materials use parallel shader compilation, and a single
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* ShaderMaterial may produce different effect variants per mesh (instances, thin
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* instances, vertex colors, ...). If we render the picking texture before all variants
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* are compiled, the renderer silently skips meshes whose effect is not yet ready, which
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* can leave the click pixel cleared (0,0,0,0) and cause pickAsync to incorrectly return
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* null. Once compiled, effects are cached by define string in the engine, so this
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* polling only blocks on the very first pick (or whenever the render list changes to
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* include meshes with new define combinations).
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*/
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async _waitForPickingMaterialsReadyAsync() {
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const renderList = this._pickingTexture?.renderList;
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if (!renderList || renderList.length === 0) {
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return;
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}
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// Cap the number of polling attempts to avoid hanging forever if a shader fails to compile.
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const maxAttempts = 200;
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for (let attempt = 0; attempt < maxAttempts; attempt++) {
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let allReady = true;
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// Iterate every mesh (do not break early): each isReady call kicks off compilation
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// of that mesh's effect variant if not yet started, so visiting them all on the first
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// attempt lets the compiles run in parallel (KHR_parallel_shader_compile) instead of
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// being serialized one variant per render frame.
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for (let i = 0; i < renderList.length; i++) {
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const mesh = renderList[i];
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const material = this._meshMaterialMap.get(mesh);
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// Match the canonical "uses instanced shader variant" check used elsewhere in this file
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// (see addPickingList) — InstancedMesh entries report isAnInstance=true while
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// hasInstances=false, so omitting isAnInstance would validate the wrong shader variant.
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const useInstances = mesh.hasInstances || mesh.isAnInstance || mesh.hasThinInstances;
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if (material && !material.isReady(mesh, useInstances)) {
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allReady = false;
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}
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}
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if (allReady) {
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return;
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}
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// Wait for the next scene render before re-checking. Effect compilation status
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// (especially with KHR_parallel_shader_compile) is typically observed between
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// frames, so tying the poll to the render loop is more efficient than a fixed timer.
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// eslint-disable-next-line no-await-in-loop
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await new Promise((resolve) => {
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this._cachedScene.onAfterRenderObservable.addOnce(() => resolve());
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});
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}
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Logger.Warn(`GPUPicker: gave up waiting for picking materials to compile after ${maxAttempts} attempts; picking results may be incorrect.`);
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}
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_getMeshFromMultiplePoints(x, y, minX, maxY, w) {
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let offsetX = (x - minX - 1) * 4;
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let offsetY = (maxY - y - 1) * w * 4;
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@@ -1 +1 @@
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1
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-
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{ type AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type Engine } from \"core/Engines/engine\";\r\nimport { type WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { type Material } from \"core/Materials/material\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type IShaderMaterialOptions, ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { GaussianSplattingGpuPickingMaterialPlugin } from \"core/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { type IVector2Like } from \"core/Maths/math.like\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { type InstancedMesh } from \"core/Meshes/instancedMesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { type Observer } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Class used to store the result of a GPU picking operation\r\n */\r\nexport interface IGPUPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n mesh: AbstractMesh;\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndex?: number;\r\n}\r\n\r\n/**\r\n * Stores the result of a multi GPU piciking operation\r\n */\r\nexport interface IGPUMultiPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n meshes: Nullable<AbstractMesh>[];\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndexes?: number[];\r\n}\r\n\r\n/**\r\n * Class used to perform a picking operation using GPU\r\n * GPUPIcker can pick meshes, instances and thin instances\r\n */\r\nexport class GPUPicker {\r\n private static readonly _AttributeName = \"instanceMeshID\";\r\n private static readonly _MaxPickingId = 0x00ffffff; // 24 bits unsigned integer max\r\n\r\n private _pickingTexture: Nullable<RenderTargetTexture> = null;\r\n\r\n private readonly _idMap: Array<number> = [];\r\n private readonly _thinIdMap: Array<{ meshId: number; thinId: number }> = [];\r\n private readonly _meshUniqueIdToPickerId: Array<number> = [];\r\n private _idWarningIssued = false;\r\n\r\n private _cachedScene: Nullable<Scene> = null;\r\n private _engine: Nullable<AbstractEngine> = null;\r\n\r\n private readonly _pickingMaterialCache: Nullable<ShaderMaterial>[] = new Array(9).fill(null);\r\n\r\n private _pickableMeshes: Array<AbstractMesh> = [];\r\n private readonly _meshMaterialMap: Map<AbstractMesh, Material> = new Map();\r\n private _readbuffer: Nullable<Uint8Array> = null;\r\n\r\n private _meshRenderingCount: number = 0;\r\n private _renderWarningIssued = false;\r\n private _renderPickingTexture = false;\r\n\r\n private _sceneBeforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _pickingTextureAfterRenderObserver: Nullable<Observer<number>> = null;\r\n\r\n private _nextFreeId = 1;\r\n\r\n private readonly _gsPickingMaterials: Material[] = [];\r\n private readonly _gsCompoundRenderMeshes: AbstractMesh[] = [];\r\n\r\n /** Shader language used by the generator */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this generator.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _pickingInProgress = false;\r\n\r\n /**\r\n * Gets a boolean indicating if the picking is in progress\r\n */\r\n public get pickingInProgress(): boolean {\r\n return this._pickingInProgress;\r\n }\r\n\r\n /**\r\n * Gets the default render materials used by the picker.\r\n *\r\n * index is Material filling mode\r\n */\r\n public get defaultRenderMaterials(): readonly Nullable<ShaderMaterial>[] {\r\n return this._pickingMaterialCache;\r\n }\r\n\r\n private _getColorIdFromReadBuffer(offset: number): number {\r\n const r = this._readbuffer![offset];\r\n const g = this._readbuffer![offset + 1];\r\n const b = this._readbuffer![offset + 2];\r\n return (r << 16) + (g << 8) + b;\r\n }\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number): void {\r\n if (this._cachedScene && this._pickingTexture) {\r\n const index = this._cachedScene.customRenderTargets.indexOf(this._pickingTexture);\r\n if (index > -1) {\r\n this._cachedScene.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.dispose();\r\n }\r\n this._pickingTexture = new RenderTargetTexture(\"pickingTexure\", { width: width, height: height }, scene, {\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_NEAREST,\r\n });\r\n }\r\n\r\n private _clearPickingMaterials(): void {\r\n for (let i = 0; i < this._pickingMaterialCache.length; i++) {\r\n const material = this._pickingMaterialCache[i];\r\n if (material !== null) {\r\n material.dispose();\r\n this._pickingMaterialCache[i] = null;\r\n }\r\n }\r\n }\r\n\r\n private _getPickingMaterial(scene: Scene, fillMode: number): ShaderMaterial {\r\n if (fillMode < 0 || 8 < fillMode) {\r\n fillMode = Constants.MATERIAL_TriangleFillMode;\r\n }\r\n\r\n const cachedMaterial = this._pickingMaterialCache[fillMode];\r\n if (cachedMaterial) {\r\n return cachedMaterial;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind, GPUPicker._AttributeName],\r\n uniforms: [\"world\", \"viewProjection\", \"meshID\"],\r\n needAlphaBlending: false,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/picking.fragment\"), import(\"../ShadersWGSL/picking.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/picking.fragment\"), import(\"../Shaders/picking.vertex\")]);\r\n }\r\n },\r\n };\r\n\r\n const newMaterial = new ShaderMaterial(\"pickingShader\", scene, \"picking\", options, false);\r\n newMaterial.fillMode = fillMode;\r\n newMaterial.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n\r\n this._pickingMaterialCache[fillMode] = newMaterial;\r\n return newMaterial;\r\n }\r\n\r\n private _materialBindCallback(mesh: AbstractMesh | undefined): void {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!material) {\r\n if (!this._renderWarningIssued) {\r\n this._renderWarningIssued = true;\r\n Logger.Warn(\"GPUPicker issue: Mesh not found in the material map. This may happen when the root mesh of an instance is not in the picking list.\");\r\n }\r\n return;\r\n }\r\n\r\n const effect = material.getEffect();\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n if (!mesh.hasInstances && !mesh.isAnInstance && !mesh.hasThinInstances && this._meshUniqueIdToPickerId[mesh.uniqueId] !== undefined) {\r\n effect.setFloat(\"meshID\", this._meshUniqueIdToPickerId[mesh.uniqueId]);\r\n }\r\n\r\n this._meshRenderingCount++;\r\n }\r\n\r\n /**\r\n * Set the list of meshes to pick from\r\n * Set that value to null to clear the list (and avoid leaks)\r\n * The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.\r\n * @param list defines the list of meshes to pick from\r\n */\r\n public setPickingList(list: Nullable<Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>>): void {\r\n this.clearPickingList();\r\n\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n if (!this._cachedScene || this._cachedScene !== scene) {\r\n this._clearPickingMaterials();\r\n }\r\n\r\n this.addPickingList(list);\r\n }\r\n\r\n /**\r\n * Clear the current picking list and free resources\r\n */\r\n public clearPickingList(): void {\r\n if (this._pickableMeshes) {\r\n // Cleanup\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n const className = mesh.getClassName();\r\n\r\n // Skip GS part proxies - they don't have instance buffers or render list entries\r\n if (className === \"GaussianSplattingPartProxyMesh\") {\r\n continue;\r\n }\r\n\r\n // Skip thin instance cleanup for GaussianSplattingMesh (thin instances are for batching, not picking)\r\n if (className !== \"GaussianSplattingMesh\") {\r\n if (mesh.hasInstances) {\r\n (mesh as Mesh).removeVerticesData(GPUPicker._AttributeName);\r\n }\r\n if (mesh.hasThinInstances) {\r\n (mesh as Mesh).thinInstanceSetBuffer(GPUPicker._AttributeName, null);\r\n }\r\n }\r\n\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh);\r\n if (material && !this._pickingMaterialCache.includes(material as ShaderMaterial)) {\r\n material.onBindObservable.removeCallback(this._materialBindCallback);\r\n }\r\n }\r\n\r\n // Clean up GS compound meshes from render list\r\n for (const mesh of this._gsCompoundRenderMeshes) {\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n }\r\n this._gsCompoundRenderMeshes.length = 0;\r\n\r\n // Dispose GS picking materials\r\n for (const material of this._gsPickingMaterials) {\r\n material.dispose();\r\n }\r\n this._gsPickingMaterials.length = 0;\r\n\r\n this._pickableMeshes.length = 0;\r\n this._meshMaterialMap.clear();\r\n this._idMap.length = 0;\r\n this._thinIdMap.length = 0;\r\n this._meshUniqueIdToPickerId.length = 0;\r\n if (this._pickingTexture) {\r\n this._pickingTexture.renderList = [];\r\n }\r\n }\r\n\r\n this._nextFreeId = 1;\r\n }\r\n\r\n /**\r\n * Add array of meshes to the current picking list\r\n * @param list defines the array of meshes to add to the current picking list\r\n */\r\n public addPickingList(list: Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>): void {\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n if (!this._pickingTexture) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n } else {\r\n const size = this._pickingTexture.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n }\r\n }\r\n\r\n this._sceneBeforeRenderObserver?.remove();\r\n this._sceneBeforeRenderObserver = scene.onBeforeRenderObservable.add(() => {\r\n if (scene.frameGraph && this._renderPickingTexture && this._cachedScene && this._pickingTexture) {\r\n this._cachedScene._renderRenderTarget(this._pickingTexture, this._cachedScene.cameras?.[0] ?? null);\r\n this._cachedScene.activeCamera = null;\r\n }\r\n });\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n if (!this._pickingTexture!.renderList) {\r\n this._pickingTexture!.renderList = [];\r\n }\r\n\r\n const newPickableMeshes: AbstractMesh[] = new Array(list.length);\r\n const pickableMeshOffset = this._pickableMeshes?.length ?? 0;\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n for (let i = 0; i < list.length; i++) {\r\n const item = list[i];\r\n if (\"mesh\" in item) {\r\n this._meshMaterialMap.set(item.mesh, item.material);\r\n newPickableMeshes[i] = item.mesh;\r\n } else {\r\n const className = item.getClassName();\r\n if (className === \"GaussianSplattingMesh\" || className === \"GaussianSplattingPartProxyMesh\") {\r\n // GS meshes get special picking materials - handled in the ID assignment loop below\r\n newPickableMeshes[i] = item;\r\n } else {\r\n const material = this._getPickingMaterial(scene, item.material?.fillMode ?? Constants.MATERIAL_TriangleFillMode);\r\n this._meshMaterialMap.set(item, material);\r\n newPickableMeshes[i] = item;\r\n }\r\n }\r\n }\r\n\r\n if (this._pickableMeshes !== null) {\r\n this._pickableMeshes = [...this._pickableMeshes, ...newPickableMeshes];\r\n } else {\r\n this._pickableMeshes = newPickableMeshes;\r\n }\r\n\r\n // We will affect colors and create vertex color buffers\r\n let nextFreeId = this._nextFreeId;\r\n\r\n // Collect GaussianSplatting part proxy groups for compound picking\r\n const gsCompoundGroups: { compound: AbstractMesh; partEntries: { proxy: AbstractMesh; globalIndex: number }[] }[] = [];\r\n\r\n for (let index = 0; index < newPickableMeshes.length; index++) {\r\n const mesh = newPickableMeshes[index];\r\n const className = mesh.getClassName();\r\n\r\n // Handle GaussianSplatting part proxy meshes - collect by compound for processing after the loop\r\n if (className === \"GaussianSplattingPartProxyMesh\") {\r\n const proxy = mesh as any; // GaussianSplattingPartProxyMesh\r\n const compound = proxy.compoundSplatMesh;\r\n const globalIndex = index + pickableMeshOffset;\r\n\r\n let group = gsCompoundGroups[compound.uniqueId];\r\n if (!group) {\r\n group = { compound, partEntries: [] };\r\n gsCompoundGroups[compound.uniqueId] = group;\r\n }\r\n group.partEntries.push({ proxy, globalIndex });\r\n continue; // Don't add to render list - the compound mesh will render for all parts\r\n }\r\n\r\n // Handle non-compound GaussianSplatting meshes\r\n if (className === \"GaussianSplattingMesh\") {\r\n const globalIndex = index + pickableMeshOffset;\r\n const pickId = nextFreeId;\r\n this._idMap[pickId] = globalIndex;\r\n this._meshUniqueIdToPickerId[mesh.uniqueId] = pickId;\r\n nextFreeId++;\r\n\r\n if (!mesh.isPickable || !mesh.isVisible) {\r\n continue;\r\n }\r\n\r\n // Create a GaussianSplattingMaterial with picking plugin for GPU picking\r\n const gsPickingMaterial = this._createGaussianSplattingPickingMaterial(scene, mesh);\r\n const plugin = gsPickingMaterial.pluginManager!.getPlugin<GaussianSplattingGpuPickingMaterialPlugin>(\"GaussianSplatGpuPicking\")!;\r\n plugin.meshId = pickId;\r\n\r\n gsPickingMaterial.onBindObservable.add(() => {\r\n this._meshRenderingCount++;\r\n });\r\n\r\n this._gsPickingMaterials.push(gsPickingMaterial);\r\n this._meshMaterialMap.set(mesh, gsPickingMaterial);\r\n this._pickingTexture!.setMaterialForRendering(mesh, gsPickingMaterial);\r\n this._pickingTexture!.renderList!.push(mesh);\r\n continue;\r\n }\r\n\r\n // Standard mesh processing\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!this._pickingMaterialCache.includes(material as ShaderMaterial)) {\r\n material.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, material);\r\n this._pickingTexture!.renderList!.push(mesh);\r\n\r\n if (mesh.isAnInstance) {\r\n continue; // This will be handled by the source mesh\r\n }\r\n\r\n const globalIndex = index + pickableMeshOffset;\r\n\r\n if (mesh.hasThinInstances) {\r\n const thinInstanceCount = (mesh as Mesh).thinInstanceCount;\r\n const instanceIdData = new Float32Array(thinInstanceCount);\r\n for (let i = 0; i < thinInstanceCount; i++) {\r\n instanceIdData[i] = nextFreeId;\r\n this._thinIdMap[nextFreeId] = { meshId: globalIndex, thinId: i };\r\n nextFreeId++;\r\n }\r\n (mesh as Mesh).thinInstanceSetBuffer(GPUPicker._AttributeName, instanceIdData, 1);\r\n } else {\r\n const currentMeshId = nextFreeId;\r\n this._idMap[currentMeshId] = globalIndex;\r\n nextFreeId++;\r\n\r\n if (mesh.hasInstances) {\r\n // find index of instances of that mesh\r\n const instancesForPick: number[] = [];\r\n for (let pickableMeshIndex = 0; pickableMeshIndex < newPickableMeshes.length; ++pickableMeshIndex) {\r\n const m = newPickableMeshes[pickableMeshIndex];\r\n if (m.isAnInstance && (m as InstancedMesh).sourceMesh === mesh) {\r\n instancesForPick.push(pickableMeshIndex);\r\n }\r\n }\r\n const instanceIdData = new Float32Array(instancesForPick.length + 1); // +1 for the source mesh\r\n\r\n instanceIdData[0] = currentMeshId;\r\n for (let i = 0; i < instancesForPick.length; i++) {\r\n instanceIdData[i + 1] = nextFreeId;\r\n const globalInstanceIndex = instancesForPick[i] + pickableMeshOffset;\r\n this._idMap[nextFreeId] = globalInstanceIndex;\r\n nextFreeId++;\r\n }\r\n\r\n const engine = mesh.getEngine();\r\n const buffer = new VertexBuffer(engine, instanceIdData, GPUPicker._AttributeName, false, false, 1, true);\r\n (mesh as Mesh).setVerticesBuffer(buffer, true);\r\n } else {\r\n this._meshUniqueIdToPickerId[mesh.uniqueId] = currentMeshId;\r\n }\r\n }\r\n }\r\n\r\n // Process GaussianSplatting compound groups (part proxy meshes)\r\n for (const group of gsCompoundGroups) {\r\n if (!group) {\r\n continue;\r\n }\r\n const compound = group.compound;\r\n\r\n // Assign picking IDs for each part\r\n const partMeshIds: number[] = new Array((compound as any).partCount || 1).fill(0);\r\n for (const entry of group.partEntries) {\r\n const pickId = nextFreeId;\r\n this._idMap[pickId] = entry.globalIndex;\r\n const partIndex = (entry.proxy as any).partIndex;\r\n if (partIndex < partMeshIds.length) {\r\n partMeshIds[partIndex] = pickId;\r\n }\r\n nextFreeId++;\r\n }\r\n\r\n // Create compound GS picking material with plugin\r\n const gsPickingMaterial = this._createGaussianSplattingPickingMaterial(scene, compound);\r\n const plugin = gsPickingMaterial.pluginManager!.getPlugin<GaussianSplattingGpuPickingMaterialPlugin>(\"GaussianSplatGpuPicking\")!;\r\n plugin.isCompound = true;\r\n plugin.partMeshIds = partMeshIds;\r\n // Only active (included, visible, and pickable) parts should contribute to the depth buffer.\r\n const activeParts = group.partEntries\r\n .filter((e) => (e.proxy as AbstractMesh).isPickable && (e.proxy as AbstractMesh).isVisible)\r\n .map((e) => (e.proxy as any).partIndex as number);\r\n plugin.setPartActive(activeParts);\r\n\r\n gsPickingMaterial.onBindObservable.add(() => {\r\n this._meshRenderingCount++;\r\n });\r\n\r\n this._gsPickingMaterials.push(gsPickingMaterial);\r\n this._meshMaterialMap.set(compound, gsPickingMaterial);\r\n this._pickingTexture!.setMaterialForRendering(compound, gsPickingMaterial);\r\n this._pickingTexture!.renderList!.push(compound);\r\n this._gsCompoundRenderMeshes.push(compound);\r\n }\r\n\r\n if (GPUPicker._MaxPickingId < nextFreeId - 1) {\r\n if (!this._idWarningIssued) {\r\n this._idWarningIssued = true;\r\n Logger.Warn(`GPUPicker maximum number of pickable meshes and instances is ${GPUPicker._MaxPickingId}. Some meshes or instances won't be pickable.`);\r\n }\r\n }\r\n\r\n this._nextFreeId = nextFreeId;\r\n }\r\n\r\n /**\r\n * Execute a picking operation\r\n * @param x defines the X coordinates where to run the pick\r\n * @param y defines the Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results\r\n */\r\n public async pickAsync(x: number, y: number, disposeWhenDone = false): Promise<Nullable<IGPUPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n if (adjustedX < 0 || adjustedY < 0 || adjustedX >= rttSizeW || adjustedY >= rttSizeH) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n // Invert Y\r\n const invertedY = rttSizeH - adjustedY - 1;\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, adjustedX, invertedY);\r\n\r\n return await this._executePickingAsync(adjustedX, invertedY, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on multiple coordinates\r\n * @param xy defines the X,Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async multiPickAsync(xy: IVector2Like[], disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0 || xy.length === 0) {\r\n return null;\r\n }\r\n\r\n if (xy.length === 1) {\r\n const pi = await this.pickAsync(xy[0].x, xy[0].y, disposeWhenDone);\r\n return {\r\n meshes: [pi?.mesh ?? null],\r\n thinInstanceIndexes: pi?.thinInstanceIndex ? [pi.thinInstanceIndex] : undefined,\r\n };\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const processedXY = new Array(xy.length);\r\n\r\n let minX = Infinity;\r\n let maxX = -Infinity;\r\n let minY = Infinity;\r\n let maxY = -Infinity;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n // Process screen coordinates adjust to dpr\r\n for (let i = 0; i < xy.length; i++) {\r\n const item = xy[i];\r\n const { x, y } = item;\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n\r\n processedXY[i] = {\r\n ...item,\r\n x: adjustedX,\r\n y: adjustedY,\r\n };\r\n\r\n minX = Math.min(minX, adjustedX);\r\n maxX = Math.max(maxX, adjustedX);\r\n minY = Math.min(minY, adjustedY);\r\n maxY = Math.max(maxY, adjustedY);\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return await this._executeMultiPickingAsync(processedXY, minX, maxY, rttSizeH, w, h, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on box defined by two screen coordinates\r\n * @param x1 defines the X coordinate of the first corner of the box where to run the pick\r\n * @param y1 defines the Y coordinate of the first corner of the box where to run the pick\r\n * @param x2 defines the X coordinate of the opposite corner of the box where to run the pick\r\n * @param y2 defines the Y coordinate of the opposite corner of the box where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async boxPickAsync(x1: number, y1: number, x2: number, y2: number, disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX1, y: adjustedY1 } = this._prepareForPicking(x1, y1, devicePixelRatio);\r\n const { x: adjustedX2, y: adjustedY2 } = this._prepareForPicking(x2, y2, devicePixelRatio);\r\n\r\n const minX = Math.max(Math.min(adjustedX1, adjustedX2), 0);\r\n const maxX = Math.min(Math.max(adjustedX1, adjustedX2), rttSizeW - 1);\r\n const minY = Math.max(Math.min(adjustedY1, adjustedY2), 0);\r\n const maxY = Math.min(Math.max(adjustedY1, adjustedY2), rttSizeH - 1);\r\n\r\n if (minX >= rttSizeW || minY >= rttSizeH || maxX < 0 || maxY < 0) {\r\n this._pickingInProgress = false;\r\n return null;\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return await this._executeBoxPickingAsync(minX, partialCutH, w, h, disposeWhenDone);\r\n }\r\n\r\n private _getRenderInfo(): { rttSizeW: number; rttSizeH: number; devicePixelRatio: number } {\r\n const engine = this._cachedScene!.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n const devicePixelRatio = 1 / engine._hardwareScalingLevel;\r\n\r\n return {\r\n rttSizeW,\r\n rttSizeH,\r\n devicePixelRatio,\r\n };\r\n }\r\n\r\n private _prepareForPicking(x: number, y: number, devicePixelRatio: number): IVector2Like {\r\n return { x: (devicePixelRatio * x) >> 0, y: (devicePixelRatio * y) >> 0 };\r\n }\r\n\r\n private _preparePickingBuffer(engine: AbstractEngine, rttSizeW: number, rttSizeH: number, x: number, y: number, w = 1, h = 1): void {\r\n this._meshRenderingCount = 0;\r\n\r\n const requiredBufferSize = engine.isWebGPU ? (4 * w * h + 255) & ~255 : 4 * w * h;\r\n if (!this._readbuffer || this._readbuffer.length < requiredBufferSize) {\r\n this._readbuffer = new Uint8Array(requiredBufferSize);\r\n }\r\n\r\n // Do we need to rebuild the RTT?\r\n const size = this._pickingTexture!.getSize();\r\n if (size.width !== rttSizeW || size.height !== rttSizeH) {\r\n this._createRenderTarget(this._cachedScene!, rttSizeW, rttSizeH);\r\n this._updateRenderList();\r\n }\r\n\r\n this._pickingTexture!.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n this._pickingTexture!.onBeforeRender = (): void => {\r\n this._enableScissor(x, y, w, h);\r\n };\r\n\r\n this._pickingTextureAfterRenderObserver?.remove();\r\n this._pickingTextureAfterRenderObserver = this._pickingTexture!.onAfterRenderObservable.add(() => {\r\n this._disableScissor();\r\n });\r\n\r\n this._cachedScene!.customRenderTargets.push(this._pickingTexture!);\r\n this._renderPickingTexture = true;\r\n }\r\n\r\n // pick one pixel\r\n private async _executePickingAsync(x: number, y: number, disposeWhenDone: boolean): Promise<Nullable<IGPUPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined = undefined;\r\n\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n\r\n // Do the actual picking\r\n if (await this._readTexturePixelsAsync(x, y)) {\r\n const colorId = this._getColorIdFromReadBuffer(0);\r\n\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n if (pickedMesh) {\r\n resolve({ mesh: pickedMesh, thinInstanceIndex: thinInstanceIndex });\r\n } else {\r\n resolve(null);\r\n }\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick multiple pixels\r\n private async _executeMultiPickingAsync(\r\n xy: IVector2Like[],\r\n minX: number,\r\n maxY: number,\r\n rttSizeH: number,\r\n w: number,\r\n h: number,\r\n disposeWhenDone: boolean\r\n ): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(minX, rttSizeH - maxY - 1, w, h)) {\r\n for (let i = 0; i < xy.length; i++) {\r\n const { pickedMesh, thinInstanceIndex } = this._getMeshFromMultiplePoints(xy[i].x, xy[i].y, minX, maxY, w);\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex ?? 0);\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick box area\r\n private async _executeBoxPickingAsync(x: number, y: number, w: number, h: number, disposeWhenDone: boolean): Promise<IGPUMultiPickingInfo> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(x, y, w, h)) {\r\n for (let offsetY = 0; offsetY < h; ++offsetY) {\r\n for (let offsetX = 0; offsetX < w; ++offsetX) {\r\n const colorId = this._getColorIdFromReadBuffer((offsetY * w + offsetX) * 4);\r\n if (colorId > 0) {\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n const pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n const thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex);\r\n } else {\r\n const pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(0);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n private _enableScissor(x: number, y: number, w = 1, h = 1): void {\r\n if ((this._engine as WebGPUEngine | Engine).enableScissor) {\r\n (this._engine as WebGPUEngine | Engine).enableScissor(x, y, w, h);\r\n }\r\n }\r\n private _disableScissor(): void {\r\n if ((this._engine as WebGPUEngine | Engine).disableScissor) {\r\n (this._engine as WebGPUEngine | Engine).disableScissor();\r\n }\r\n }\r\n\r\n /**\r\n * @returns true if rendering if the picking texture has finished, otherwise false\r\n */\r\n private _checkRenderStatus(): boolean {\r\n const wasSuccessful = this._meshRenderingCount > 0;\r\n if (wasSuccessful) {\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n return true;\r\n }\r\n\r\n this._meshRenderingCount = 0;\r\n return false; // Wait for shaders to be ready\r\n }\r\n\r\n private _getMeshFromMultiplePoints(x: number, y: number, minX: number, maxY: number, w: number): { pickedMesh: Nullable<AbstractMesh>; thinInstanceIndex: number | undefined } {\r\n let offsetX = (x - minX - 1) * 4;\r\n let offsetY = (maxY - y - 1) * w * 4;\r\n\r\n offsetX = Math.max(offsetX, 0);\r\n offsetY = Math.max(offsetY, 0);\r\n\r\n const colorId = this._getColorIdFromReadBuffer(offsetX + offsetY);\r\n\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined;\r\n\r\n if (colorId > 0) {\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n return { pickedMesh, thinInstanceIndex };\r\n }\r\n\r\n /**\r\n * Updates the render list with the current pickable meshes.\r\n */\r\n private _updateRenderList(): void {\r\n this._pickingTexture!.renderList = [];\r\n for (const mesh of this._pickableMeshes) {\r\n const className = mesh.getClassName();\r\n // Part proxies don't render directly - their compound renders for them\r\n if (className === \"GaussianSplattingPartProxyMesh\") {\r\n continue;\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n // Also add compound GS meshes that render on behalf of part proxies\r\n for (const mesh of this._gsCompoundRenderMeshes) {\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a GaussianSplattingMaterial configured for GPU picking by attaching\r\n * a GaussianSplattingGpuPickingMaterialPlugin. The plugin injects picking ID\r\n * encoding into the existing Gaussian Splatting shaders via material plugin hooks.\r\n * @param scene The scene\r\n * @param gsMesh The Gaussian Splatting mesh (used to set the source mesh on the material)\r\n * @returns A GaussianSplattingMaterial with the picking plugin attached\r\n */\r\n private _createGaussianSplattingPickingMaterial(scene: Scene, gsMesh: AbstractMesh): GaussianSplattingMaterial {\r\n const gsPickingMaterial = new GaussianSplattingMaterial(\"gaussianSplattingGpuPicking\", scene);\r\n gsPickingMaterial.setSourceMesh(gsMesh as any);\r\n gsPickingMaterial.needAlphaBlending = () => false;\r\n gsPickingMaterial.backFaceCulling = false;\r\n\r\n // Attach the GPU picking plugin\r\n new GaussianSplattingGpuPickingMaterialPlugin(gsPickingMaterial);\r\n\r\n return gsPickingMaterial;\r\n }\r\n\r\n private async _readTexturePixelsAsync(x: number, y: number, w = 1, h = 1): Promise<boolean> {\r\n if (!this._cachedScene || !this._pickingTexture?._texture) {\r\n return false;\r\n }\r\n const engine = this._cachedScene.getEngine();\r\n await engine._readTexturePixels(this._pickingTexture._texture, w, h, -1, 0, this._readbuffer, true, true, x, y);\r\n\r\n return true;\r\n }\r\n\r\n /** Release the resources */\r\n public dispose(): void {\r\n this.setPickingList(null);\r\n this._cachedScene = null;\r\n\r\n // Cleaning up\r\n this._pickingTexture?.dispose();\r\n this._pickingTexture = null;\r\n this._clearPickingMaterials();\r\n this._sceneBeforeRenderObserver?.remove();\r\n this._sceneBeforeRenderObserver = null;\r\n }\r\n}\r\n"]}
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1
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{ type AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type Engine } from \"core/Engines/engine\";\r\nimport { type WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { type Material } from \"core/Materials/material\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type IShaderMaterialOptions, ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { GaussianSplattingGpuPickingMaterialPlugin } from \"core/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { type IVector2Like } from \"core/Maths/math.like\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { type InstancedMesh } from \"core/Meshes/instancedMesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { type Observer } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Class used to store the result of a GPU picking operation\r\n */\r\nexport interface IGPUPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n mesh: AbstractMesh;\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndex?: number;\r\n}\r\n\r\n/**\r\n * Stores the result of a multi GPU piciking operation\r\n */\r\nexport interface IGPUMultiPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n meshes: Nullable<AbstractMesh>[];\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndexes?: number[];\r\n}\r\n\r\n/**\r\n * Class used to perform a picking operation using GPU\r\n * GPUPIcker can pick meshes, instances and thin instances\r\n */\r\nexport class GPUPicker {\r\n private static readonly _AttributeName = \"instanceMeshID\";\r\n private static readonly _MaxPickingId = 0x00ffffff; // 24 bits unsigned integer max\r\n\r\n private _pickingTexture: Nullable<RenderTargetTexture> = null;\r\n\r\n private readonly _idMap: Array<number> = [];\r\n private readonly _thinIdMap: Array<{ meshId: number; thinId: number }> = [];\r\n private readonly _meshUniqueIdToPickerId: Array<number> = [];\r\n private _idWarningIssued = false;\r\n\r\n private _cachedScene: Nullable<Scene> = null;\r\n private _engine: Nullable<AbstractEngine> = null;\r\n\r\n private readonly _pickingMaterialCache: Nullable<ShaderMaterial>[] = new Array(9).fill(null);\r\n\r\n private _pickableMeshes: Array<AbstractMesh> = [];\r\n private readonly _meshMaterialMap: Map<AbstractMesh, Material> = new Map();\r\n private _readbuffer: Nullable<Uint8Array> = null;\r\n\r\n private _meshRenderingCount: number = 0;\r\n private _renderWarningIssued = false;\r\n private _renderPickingTexture = false;\r\n\r\n private _sceneBeforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _pickingTextureAfterRenderObserver: Nullable<Observer<number>> = null;\r\n\r\n private _nextFreeId = 1;\r\n\r\n private readonly _gsPickingMaterials: Material[] = [];\r\n private readonly _gsCompoundRenderMeshes: AbstractMesh[] = [];\r\n\r\n /** Shader language used by the generator */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this generator.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _pickingInProgress = false;\r\n\r\n /**\r\n * Gets a boolean indicating if the picking is in progress\r\n */\r\n public get pickingInProgress(): boolean {\r\n return this._pickingInProgress;\r\n }\r\n\r\n /**\r\n * Gets the default render materials used by the picker.\r\n *\r\n * index is Material filling mode\r\n */\r\n public get defaultRenderMaterials(): readonly Nullable<ShaderMaterial>[] {\r\n return this._pickingMaterialCache;\r\n }\r\n\r\n private _getColorIdFromReadBuffer(offset: number): number {\r\n const r = this._readbuffer![offset];\r\n const g = this._readbuffer![offset + 1];\r\n const b = this._readbuffer![offset + 2];\r\n return (r << 16) + (g << 8) + b;\r\n }\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number): void {\r\n if (this._cachedScene && this._pickingTexture) {\r\n const index = this._cachedScene.customRenderTargets.indexOf(this._pickingTexture);\r\n if (index > -1) {\r\n this._cachedScene.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.dispose();\r\n }\r\n this._pickingTexture = new RenderTargetTexture(\"pickingTexure\", { width: width, height: height }, scene, {\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_NEAREST,\r\n });\r\n }\r\n\r\n private _clearPickingMaterials(): void {\r\n for (let i = 0; i < this._pickingMaterialCache.length; i++) {\r\n const material = this._pickingMaterialCache[i];\r\n if (material !== null) {\r\n material.dispose();\r\n this._pickingMaterialCache[i] = null;\r\n }\r\n }\r\n }\r\n\r\n private _getPickingMaterial(scene: Scene, fillMode: number): ShaderMaterial {\r\n if (fillMode < 0 || 8 < fillMode) {\r\n fillMode = Constants.MATERIAL_TriangleFillMode;\r\n }\r\n\r\n const cachedMaterial = this._pickingMaterialCache[fillMode];\r\n if (cachedMaterial) {\r\n return cachedMaterial;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind, GPUPicker._AttributeName],\r\n uniforms: [\"world\", \"viewProjection\", \"meshID\"],\r\n needAlphaBlending: false,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/picking.fragment\"), import(\"../ShadersWGSL/picking.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/picking.fragment\"), import(\"../Shaders/picking.vertex\")]);\r\n }\r\n },\r\n };\r\n\r\n const newMaterial = new ShaderMaterial(\"pickingShader\", scene, \"picking\", options, false);\r\n newMaterial.fillMode = fillMode;\r\n newMaterial.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n\r\n this._pickingMaterialCache[fillMode] = newMaterial;\r\n return newMaterial;\r\n }\r\n\r\n private _materialBindCallback(mesh: AbstractMesh | undefined): void {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!material) {\r\n if (!this._renderWarningIssued) {\r\n this._renderWarningIssued = true;\r\n Logger.Warn(\"GPUPicker issue: Mesh not found in the material map. This may happen when the root mesh of an instance is not in the picking list.\");\r\n }\r\n return;\r\n }\r\n\r\n const effect = material.getEffect();\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n if (!mesh.hasInstances && !mesh.isAnInstance && !mesh.hasThinInstances && this._meshUniqueIdToPickerId[mesh.uniqueId] !== undefined) {\r\n effect.setFloat(\"meshID\", this._meshUniqueIdToPickerId[mesh.uniqueId]);\r\n }\r\n\r\n this._meshRenderingCount++;\r\n }\r\n\r\n /**\r\n * Set the list of meshes to pick from\r\n * Set that value to null to clear the list (and avoid leaks)\r\n * The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.\r\n * @param list defines the list of meshes to pick from\r\n */\r\n public setPickingList(list: Nullable<Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>>): void {\r\n this.clearPickingList();\r\n\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n if (!this._cachedScene || this._cachedScene !== scene) {\r\n this._clearPickingMaterials();\r\n }\r\n\r\n this.addPickingList(list);\r\n }\r\n\r\n /**\r\n * Clear the current picking list and free resources\r\n */\r\n public clearPickingList(): void {\r\n if (this._pickableMeshes) {\r\n // Cleanup\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n const className = mesh.getClassName();\r\n\r\n // Skip GS part proxies - they don't have instance buffers or render list entries\r\n if (className === \"GaussianSplattingPartProxyMesh\") {\r\n continue;\r\n }\r\n\r\n // Skip thin instance cleanup for GaussianSplattingMesh (thin instances are for batching, not picking)\r\n if (className !== \"GaussianSplattingMesh\") {\r\n if (mesh.hasInstances) {\r\n (mesh as Mesh).removeVerticesData(GPUPicker._AttributeName);\r\n }\r\n if (mesh.hasThinInstances) {\r\n (mesh as Mesh).thinInstanceSetBuffer(GPUPicker._AttributeName, null);\r\n }\r\n }\r\n\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh);\r\n if (material && !this._pickingMaterialCache.includes(material as ShaderMaterial)) {\r\n material.onBindObservable.removeCallback(this._materialBindCallback);\r\n }\r\n }\r\n\r\n // Clean up GS compound meshes from render list\r\n for (const mesh of this._gsCompoundRenderMeshes) {\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n }\r\n this._gsCompoundRenderMeshes.length = 0;\r\n\r\n // Dispose GS picking materials\r\n for (const material of this._gsPickingMaterials) {\r\n material.dispose();\r\n }\r\n this._gsPickingMaterials.length = 0;\r\n\r\n this._pickableMeshes.length = 0;\r\n this._meshMaterialMap.clear();\r\n this._idMap.length = 0;\r\n this._thinIdMap.length = 0;\r\n this._meshUniqueIdToPickerId.length = 0;\r\n if (this._pickingTexture) {\r\n this._pickingTexture.renderList = [];\r\n }\r\n }\r\n\r\n this._nextFreeId = 1;\r\n }\r\n\r\n /**\r\n * Add array of meshes to the current picking list\r\n * @param list defines the array of meshes to add to the current picking list\r\n */\r\n public addPickingList(list: Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>): void {\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n if (!this._pickingTexture) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n } else {\r\n const size = this._pickingTexture.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n }\r\n }\r\n\r\n this._sceneBeforeRenderObserver?.remove();\r\n this._sceneBeforeRenderObserver = scene.onBeforeRenderObservable.add(() => {\r\n if (scene.frameGraph && this._renderPickingTexture && this._cachedScene && this._pickingTexture) {\r\n this._cachedScene._renderRenderTarget(this._pickingTexture, this._cachedScene.cameras?.[0] ?? null);\r\n this._cachedScene.activeCamera = null;\r\n }\r\n });\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n if (!this._pickingTexture!.renderList) {\r\n this._pickingTexture!.renderList = [];\r\n }\r\n\r\n const newPickableMeshes: AbstractMesh[] = new Array(list.length);\r\n const pickableMeshOffset = this._pickableMeshes?.length ?? 0;\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n for (let i = 0; i < list.length; i++) {\r\n const item = list[i];\r\n if (\"mesh\" in item) {\r\n this._meshMaterialMap.set(item.mesh, item.material);\r\n newPickableMeshes[i] = item.mesh;\r\n } else {\r\n const className = item.getClassName();\r\n if (className === \"GaussianSplattingMesh\" || className === \"GaussianSplattingPartProxyMesh\") {\r\n // GS meshes get special picking materials - handled in the ID assignment loop below\r\n newPickableMeshes[i] = item;\r\n } else {\r\n const material = this._getPickingMaterial(scene, item.material?.fillMode ?? Constants.MATERIAL_TriangleFillMode);\r\n this._meshMaterialMap.set(item, material);\r\n newPickableMeshes[i] = item;\r\n }\r\n }\r\n }\r\n\r\n if (this._pickableMeshes !== null) {\r\n this._pickableMeshes = [...this._pickableMeshes, ...newPickableMeshes];\r\n } else {\r\n this._pickableMeshes = newPickableMeshes;\r\n }\r\n\r\n // We will affect colors and create vertex color buffers\r\n let nextFreeId = this._nextFreeId;\r\n\r\n // Collect GaussianSplatting part proxy groups for compound picking\r\n const gsCompoundGroups: { compound: AbstractMesh; partEntries: { proxy: AbstractMesh; globalIndex: number }[] }[] = [];\r\n\r\n for (let index = 0; index < newPickableMeshes.length; index++) {\r\n const mesh = newPickableMeshes[index];\r\n const className = mesh.getClassName();\r\n\r\n // Handle GaussianSplatting part proxy meshes - collect by compound for processing after the loop\r\n if (className === \"GaussianSplattingPartProxyMesh\") {\r\n const proxy = mesh as any; // GaussianSplattingPartProxyMesh\r\n const compound = proxy.compoundSplatMesh;\r\n const globalIndex = index + pickableMeshOffset;\r\n\r\n let group = gsCompoundGroups[compound.uniqueId];\r\n if (!group) {\r\n group = { compound, partEntries: [] };\r\n gsCompoundGroups[compound.uniqueId] = group;\r\n }\r\n group.partEntries.push({ proxy, globalIndex });\r\n continue; // Don't add to render list - the compound mesh will render for all parts\r\n }\r\n\r\n // Handle non-compound GaussianSplatting meshes\r\n if (className === \"GaussianSplattingMesh\") {\r\n const globalIndex = index + pickableMeshOffset;\r\n const pickId = nextFreeId;\r\n this._idMap[pickId] = globalIndex;\r\n this._meshUniqueIdToPickerId[mesh.uniqueId] = pickId;\r\n nextFreeId++;\r\n\r\n if (!mesh.isPickable || !mesh.isVisible) {\r\n continue;\r\n }\r\n\r\n // Create a GaussianSplattingMaterial with picking plugin for GPU picking\r\n const gsPickingMaterial = this._createGaussianSplattingPickingMaterial(scene, mesh);\r\n const plugin = gsPickingMaterial.pluginManager!.getPlugin<GaussianSplattingGpuPickingMaterialPlugin>(\"GaussianSplatGpuPicking\")!;\r\n plugin.meshId = pickId;\r\n\r\n gsPickingMaterial.onBindObservable.add(() => {\r\n this._meshRenderingCount++;\r\n });\r\n\r\n this._gsPickingMaterials.push(gsPickingMaterial);\r\n this._meshMaterialMap.set(mesh, gsPickingMaterial);\r\n this._pickingTexture!.setMaterialForRendering(mesh, gsPickingMaterial);\r\n this._pickingTexture!.renderList!.push(mesh);\r\n continue;\r\n }\r\n\r\n // Standard mesh processing\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!this._pickingMaterialCache.includes(material as ShaderMaterial)) {\r\n material.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, material);\r\n this._pickingTexture!.renderList!.push(mesh);\r\n\r\n if (mesh.isAnInstance) {\r\n continue; // This will be handled by the source mesh\r\n }\r\n\r\n const globalIndex = index + pickableMeshOffset;\r\n\r\n if (mesh.hasThinInstances) {\r\n const thinInstanceCount = (mesh as Mesh).thinInstanceCount;\r\n const instanceIdData = new Float32Array(thinInstanceCount);\r\n for (let i = 0; i < thinInstanceCount; i++) {\r\n instanceIdData[i] = nextFreeId;\r\n this._thinIdMap[nextFreeId] = { meshId: globalIndex, thinId: i };\r\n nextFreeId++;\r\n }\r\n (mesh as Mesh).thinInstanceSetBuffer(GPUPicker._AttributeName, instanceIdData, 1);\r\n } else {\r\n const currentMeshId = nextFreeId;\r\n this._idMap[currentMeshId] = globalIndex;\r\n nextFreeId++;\r\n\r\n if (mesh.hasInstances) {\r\n // find index of instances of that mesh\r\n const instancesForPick: number[] = [];\r\n for (let pickableMeshIndex = 0; pickableMeshIndex < newPickableMeshes.length; ++pickableMeshIndex) {\r\n const m = newPickableMeshes[pickableMeshIndex];\r\n if (m.isAnInstance && (m as InstancedMesh).sourceMesh === mesh) {\r\n instancesForPick.push(pickableMeshIndex);\r\n }\r\n }\r\n const instanceIdData = new Float32Array(instancesForPick.length + 1); // +1 for the source mesh\r\n\r\n instanceIdData[0] = currentMeshId;\r\n for (let i = 0; i < instancesForPick.length; i++) {\r\n instanceIdData[i + 1] = nextFreeId;\r\n const globalInstanceIndex = instancesForPick[i] + pickableMeshOffset;\r\n this._idMap[nextFreeId] = globalInstanceIndex;\r\n nextFreeId++;\r\n }\r\n\r\n const engine = mesh.getEngine();\r\n const buffer = new VertexBuffer(engine, instanceIdData, GPUPicker._AttributeName, false, false, 1, true);\r\n (mesh as Mesh).setVerticesBuffer(buffer, true);\r\n } else {\r\n this._meshUniqueIdToPickerId[mesh.uniqueId] = currentMeshId;\r\n }\r\n }\r\n }\r\n\r\n // Process GaussianSplatting compound groups (part proxy meshes)\r\n for (const group of gsCompoundGroups) {\r\n if (!group) {\r\n continue;\r\n }\r\n const compound = group.compound;\r\n\r\n // Assign picking IDs for each part\r\n const partMeshIds: number[] = new Array((compound as any).partCount || 1).fill(0);\r\n for (const entry of group.partEntries) {\r\n const pickId = nextFreeId;\r\n this._idMap[pickId] = entry.globalIndex;\r\n const partIndex = (entry.proxy as any).partIndex;\r\n if (partIndex < partMeshIds.length) {\r\n partMeshIds[partIndex] = pickId;\r\n }\r\n nextFreeId++;\r\n }\r\n\r\n // Create compound GS picking material with plugin\r\n const gsPickingMaterial = this._createGaussianSplattingPickingMaterial(scene, compound);\r\n const plugin = gsPickingMaterial.pluginManager!.getPlugin<GaussianSplattingGpuPickingMaterialPlugin>(\"GaussianSplatGpuPicking\")!;\r\n plugin.isCompound = true;\r\n plugin.partMeshIds = partMeshIds;\r\n // Only active (included, visible, and pickable) parts should contribute to the depth buffer.\r\n const activeParts = group.partEntries\r\n .filter((e) => (e.proxy as AbstractMesh).isPickable && (e.proxy as AbstractMesh).isVisible)\r\n .map((e) => (e.proxy as any).partIndex as number);\r\n plugin.setPartActive(activeParts);\r\n\r\n gsPickingMaterial.onBindObservable.add(() => {\r\n this._meshRenderingCount++;\r\n });\r\n\r\n this._gsPickingMaterials.push(gsPickingMaterial);\r\n this._meshMaterialMap.set(compound, gsPickingMaterial);\r\n this._pickingTexture!.setMaterialForRendering(compound, gsPickingMaterial);\r\n this._pickingTexture!.renderList!.push(compound);\r\n this._gsCompoundRenderMeshes.push(compound);\r\n }\r\n\r\n if (GPUPicker._MaxPickingId < nextFreeId - 1) {\r\n if (!this._idWarningIssued) {\r\n this._idWarningIssued = true;\r\n Logger.Warn(`GPUPicker maximum number of pickable meshes and instances is ${GPUPicker._MaxPickingId}. Some meshes or instances won't be pickable.`);\r\n }\r\n }\r\n\r\n this._nextFreeId = nextFreeId;\r\n }\r\n\r\n /**\r\n * Execute a picking operation\r\n * @param x defines the X coordinates where to run the pick\r\n * @param y defines the Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results\r\n */\r\n public async pickAsync(x: number, y: number, disposeWhenDone = false): Promise<Nullable<IGPUPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n if (adjustedX < 0 || adjustedY < 0 || adjustedX >= rttSizeW || adjustedY >= rttSizeH) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n // Invert Y\r\n const invertedY = rttSizeH - adjustedY - 1;\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, adjustedX, invertedY);\r\n\r\n await this._waitForPickingMaterialsReadyAsync();\r\n\r\n return await this._executePickingAsync(adjustedX, invertedY, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on multiple coordinates\r\n * @param xy defines the X,Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async multiPickAsync(xy: IVector2Like[], disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0 || xy.length === 0) {\r\n return null;\r\n }\r\n\r\n if (xy.length === 1) {\r\n const pi = await this.pickAsync(xy[0].x, xy[0].y, disposeWhenDone);\r\n return {\r\n meshes: [pi?.mesh ?? null],\r\n thinInstanceIndexes: pi?.thinInstanceIndex ? [pi.thinInstanceIndex] : undefined,\r\n };\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const processedXY = new Array(xy.length);\r\n\r\n let minX = Infinity;\r\n let maxX = -Infinity;\r\n let minY = Infinity;\r\n let maxY = -Infinity;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n // Process screen coordinates adjust to dpr\r\n for (let i = 0; i < xy.length; i++) {\r\n const item = xy[i];\r\n const { x, y } = item;\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n\r\n processedXY[i] = {\r\n ...item,\r\n x: adjustedX,\r\n y: adjustedY,\r\n };\r\n\r\n minX = Math.min(minX, adjustedX);\r\n maxX = Math.max(maxX, adjustedX);\r\n minY = Math.min(minY, adjustedY);\r\n maxY = Math.max(maxY, adjustedY);\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n await this._waitForPickingMaterialsReadyAsync();\r\n\r\n return await this._executeMultiPickingAsync(processedXY, minX, maxY, rttSizeH, w, h, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on box defined by two screen coordinates\r\n * @param x1 defines the X coordinate of the first corner of the box where to run the pick\r\n * @param y1 defines the Y coordinate of the first corner of the box where to run the pick\r\n * @param x2 defines the X coordinate of the opposite corner of the box where to run the pick\r\n * @param y2 defines the Y coordinate of the opposite corner of the box where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async boxPickAsync(x1: number, y1: number, x2: number, y2: number, disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX1, y: adjustedY1 } = this._prepareForPicking(x1, y1, devicePixelRatio);\r\n const { x: adjustedX2, y: adjustedY2 } = this._prepareForPicking(x2, y2, devicePixelRatio);\r\n\r\n const minX = Math.max(Math.min(adjustedX1, adjustedX2), 0);\r\n const maxX = Math.min(Math.max(adjustedX1, adjustedX2), rttSizeW - 1);\r\n const minY = Math.max(Math.min(adjustedY1, adjustedY2), 0);\r\n const maxY = Math.min(Math.max(adjustedY1, adjustedY2), rttSizeH - 1);\r\n\r\n if (minX >= rttSizeW || minY >= rttSizeH || maxX < 0 || maxY < 0) {\r\n this._pickingInProgress = false;\r\n return null;\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n await this._waitForPickingMaterialsReadyAsync();\r\n\r\n return await this._executeBoxPickingAsync(minX, partialCutH, w, h, disposeWhenDone);\r\n }\r\n\r\n private _getRenderInfo(): { rttSizeW: number; rttSizeH: number; devicePixelRatio: number } {\r\n const engine = this._cachedScene!.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n const devicePixelRatio = 1 / engine._hardwareScalingLevel;\r\n\r\n return {\r\n rttSizeW,\r\n rttSizeH,\r\n devicePixelRatio,\r\n };\r\n }\r\n\r\n private _prepareForPicking(x: number, y: number, devicePixelRatio: number): IVector2Like {\r\n return { x: (devicePixelRatio * x) >> 0, y: (devicePixelRatio * y) >> 0 };\r\n }\r\n\r\n private _preparePickingBuffer(engine: AbstractEngine, rttSizeW: number, rttSizeH: number, x: number, y: number, w = 1, h = 1): void {\r\n this._meshRenderingCount = 0;\r\n\r\n const requiredBufferSize = engine.isWebGPU ? (4 * w * h + 255) & ~255 : 4 * w * h;\r\n if (!this._readbuffer || this._readbuffer.length < requiredBufferSize) {\r\n this._readbuffer = new Uint8Array(requiredBufferSize);\r\n }\r\n\r\n // Do we need to rebuild the RTT?\r\n const size = this._pickingTexture!.getSize();\r\n if (size.width !== rttSizeW || size.height !== rttSizeH) {\r\n this._createRenderTarget(this._cachedScene!, rttSizeW, rttSizeH);\r\n this._updateRenderList();\r\n }\r\n\r\n this._pickingTexture!.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n this._pickingTexture!.onBeforeRender = (): void => {\r\n this._enableScissor(x, y, w, h);\r\n };\r\n\r\n this._pickingTextureAfterRenderObserver?.remove();\r\n this._pickingTextureAfterRenderObserver = this._pickingTexture!.onAfterRenderObservable.add(() => {\r\n this._disableScissor();\r\n });\r\n\r\n this._cachedScene!.customRenderTargets.push(this._pickingTexture!);\r\n this._renderPickingTexture = true;\r\n }\r\n\r\n // pick one pixel\r\n private async _executePickingAsync(x: number, y: number, disposeWhenDone: boolean): Promise<Nullable<IGPUPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined = undefined;\r\n\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n\r\n // Do the actual picking\r\n if (await this._readTexturePixelsAsync(x, y)) {\r\n const colorId = this._getColorIdFromReadBuffer(0);\r\n\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n if (pickedMesh) {\r\n resolve({ mesh: pickedMesh, thinInstanceIndex: thinInstanceIndex });\r\n } else {\r\n resolve(null);\r\n }\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick multiple pixels\r\n private async _executeMultiPickingAsync(\r\n xy: IVector2Like[],\r\n minX: number,\r\n maxY: number,\r\n rttSizeH: number,\r\n w: number,\r\n h: number,\r\n disposeWhenDone: boolean\r\n ): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(minX, rttSizeH - maxY - 1, w, h)) {\r\n for (let i = 0; i < xy.length; i++) {\r\n const { pickedMesh, thinInstanceIndex } = this._getMeshFromMultiplePoints(xy[i].x, xy[i].y, minX, maxY, w);\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex ?? 0);\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick box area\r\n private async _executeBoxPickingAsync(x: number, y: number, w: number, h: number, disposeWhenDone: boolean): Promise<IGPUMultiPickingInfo> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(x, y, w, h)) {\r\n for (let offsetY = 0; offsetY < h; ++offsetY) {\r\n for (let offsetX = 0; offsetX < w; ++offsetX) {\r\n const colorId = this._getColorIdFromReadBuffer((offsetY * w + offsetX) * 4);\r\n if (colorId > 0) {\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n const pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n const thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex);\r\n } else {\r\n const pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(0);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n private _enableScissor(x: number, y: number, w = 1, h = 1): void {\r\n if ((this._engine as WebGPUEngine | Engine).enableScissor) {\r\n (this._engine as WebGPUEngine | Engine).enableScissor(x, y, w, h);\r\n }\r\n }\r\n private _disableScissor(): void {\r\n if ((this._engine as WebGPUEngine | Engine).disableScissor) {\r\n (this._engine as WebGPUEngine | Engine).disableScissor();\r\n }\r\n }\r\n\r\n /**\r\n * @returns true if rendering if the picking texture has finished, otherwise false\r\n */\r\n private _checkRenderStatus(): boolean {\r\n const wasSuccessful = this._meshRenderingCount > 0;\r\n if (wasSuccessful) {\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n return true;\r\n }\r\n\r\n this._meshRenderingCount = 0;\r\n return false; // Wait for shaders to be ready\r\n }\r\n\r\n /**\r\n * Polls the picking material variant for every mesh in the render list until every\r\n * variant is ready. Picking materials use parallel shader compilation, and a single\r\n * ShaderMaterial may produce different effect variants per mesh (instances, thin\r\n * instances, vertex colors, ...). If we render the picking texture before all variants\r\n * are compiled, the renderer silently skips meshes whose effect is not yet ready, which\r\n * can leave the click pixel cleared (0,0,0,0) and cause pickAsync to incorrectly return\r\n * null. Once compiled, effects are cached by define string in the engine, so this\r\n * polling only blocks on the very first pick (or whenever the render list changes to\r\n * include meshes with new define combinations).\r\n */\r\n private async _waitForPickingMaterialsReadyAsync(): Promise<void> {\r\n const renderList = this._pickingTexture?.renderList;\r\n if (!renderList || renderList.length === 0) {\r\n return;\r\n }\r\n\r\n // Cap the number of polling attempts to avoid hanging forever if a shader fails to compile.\r\n const maxAttempts = 200;\r\n for (let attempt = 0; attempt < maxAttempts; attempt++) {\r\n let allReady = true;\r\n // Iterate every mesh (do not break early): each isReady call kicks off compilation\r\n // of that mesh's effect variant if not yet started, so visiting them all on the first\r\n // attempt lets the compiles run in parallel (KHR_parallel_shader_compile) instead of\r\n // being serialized one variant per render frame.\r\n for (let i = 0; i < renderList.length; i++) {\r\n const mesh = renderList[i];\r\n const material = this._meshMaterialMap.get(mesh);\r\n // Match the canonical \"uses instanced shader variant\" check used elsewhere in this file\r\n // (see addPickingList) — InstancedMesh entries report isAnInstance=true while\r\n // hasInstances=false, so omitting isAnInstance would validate the wrong shader variant.\r\n const useInstances = mesh.hasInstances || mesh.isAnInstance || mesh.hasThinInstances;\r\n if (material && !material.isReady(mesh, useInstances)) {\r\n allReady = false;\r\n }\r\n }\r\n if (allReady) {\r\n return;\r\n }\r\n // Wait for the next scene render before re-checking. Effect compilation status\r\n // (especially with KHR_parallel_shader_compile) is typically observed between\r\n // frames, so tying the poll to the render loop is more efficient than a fixed timer.\r\n // eslint-disable-next-line no-await-in-loop\r\n await new Promise<void>((resolve) => {\r\n this._cachedScene!.onAfterRenderObservable.addOnce(() => resolve());\r\n });\r\n }\r\n\r\n Logger.Warn(`GPUPicker: gave up waiting for picking materials to compile after ${maxAttempts} attempts; picking results may be incorrect.`);\r\n }\r\n\r\n private _getMeshFromMultiplePoints(x: number, y: number, minX: number, maxY: number, w: number): { pickedMesh: Nullable<AbstractMesh>; thinInstanceIndex: number | undefined } {\r\n let offsetX = (x - minX - 1) * 4;\r\n let offsetY = (maxY - y - 1) * w * 4;\r\n\r\n offsetX = Math.max(offsetX, 0);\r\n offsetY = Math.max(offsetY, 0);\r\n\r\n const colorId = this._getColorIdFromReadBuffer(offsetX + offsetY);\r\n\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined;\r\n\r\n if (colorId > 0) {\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n return { pickedMesh, thinInstanceIndex };\r\n }\r\n\r\n /**\r\n * Updates the render list with the current pickable meshes.\r\n */\r\n private _updateRenderList(): void {\r\n this._pickingTexture!.renderList = [];\r\n for (const mesh of this._pickableMeshes) {\r\n const className = mesh.getClassName();\r\n // Part proxies don't render directly - their compound renders for them\r\n if (className === \"GaussianSplattingPartProxyMesh\") {\r\n continue;\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n // Also add compound GS meshes that render on behalf of part proxies\r\n for (const mesh of this._gsCompoundRenderMeshes) {\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a GaussianSplattingMaterial configured for GPU picking by attaching\r\n * a GaussianSplattingGpuPickingMaterialPlugin. The plugin injects picking ID\r\n * encoding into the existing Gaussian Splatting shaders via material plugin hooks.\r\n * @param scene The scene\r\n * @param gsMesh The Gaussian Splatting mesh (used to set the source mesh on the material)\r\n * @returns A GaussianSplattingMaterial with the picking plugin attached\r\n */\r\n private _createGaussianSplattingPickingMaterial(scene: Scene, gsMesh: AbstractMesh): GaussianSplattingMaterial {\r\n const gsPickingMaterial = new GaussianSplattingMaterial(\"gaussianSplattingGpuPicking\", scene);\r\n gsPickingMaterial.setSourceMesh(gsMesh as any);\r\n gsPickingMaterial.needAlphaBlending = () => false;\r\n gsPickingMaterial.backFaceCulling = false;\r\n\r\n // Attach the GPU picking plugin\r\n new GaussianSplattingGpuPickingMaterialPlugin(gsPickingMaterial);\r\n\r\n return gsPickingMaterial;\r\n }\r\n\r\n private async _readTexturePixelsAsync(x: number, y: number, w = 1, h = 1): Promise<boolean> {\r\n if (!this._cachedScene || !this._pickingTexture?._texture) {\r\n return false;\r\n }\r\n const engine = this._cachedScene.getEngine();\r\n await engine._readTexturePixels(this._pickingTexture._texture, w, h, -1, 0, this._readbuffer, true, true, x, y);\r\n\r\n return true;\r\n }\r\n\r\n /** Release the resources */\r\n public dispose(): void {\r\n this.setPickingList(null);\r\n this._cachedScene = null;\r\n\r\n // Cleaning up\r\n this._pickingTexture?.dispose();\r\n this._pickingTexture = null;\r\n this._clearPickingMaterials();\r\n this._sceneBeforeRenderObserver?.remove();\r\n this._sceneBeforeRenderObserver = null;\r\n }\r\n}\r\n"]}
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package/Compute/computeEffect.js
CHANGED
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@@ -77,10 +77,10 @@ export class ComputeEffect {
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77
77
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if (typeof baseName === "string") {
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78
78
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computeSource = baseName;
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79
79
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}
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80
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-
else if (baseName.computeSource) {
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80
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+
else if (typeof baseName.computeSource === "string") {
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|
81
81
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computeSource = "source:" + baseName.computeSource;
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82
82
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}
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83
|
-
else if (baseName.computeElement) {
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|
83
|
+
else if (typeof baseName.computeElement === "string") {
|
|
84
84
|
computeSource = hostDocument?.getElementById(baseName.computeElement) || baseName.computeElement;
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85
85
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}
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|
86
86
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else {
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@@ -1 +1 @@
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1
|
-
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{ Logger } from \"../Misc/logger\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { type IComputePipelineContext } from \"./IComputePipelineContext\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { Finalize, Initialize, PreProcess } from \"../Engines/Processors/shaderProcessor\";\r\nimport { type _IProcessingOptions } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { type ComputeCompilationMessages } from \"../Engines/Extensions/engine.computeShader\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\n\r\n/**\r\n * Defines the route to the shader code. The priority is as follows:\r\n * * object: `{ computeSource: \"compute shader code string\"}` for directly passing the shader code\r\n * * object: `{ computeElement: \"vertexShaderCode\" }`, used with shader code in script tags\r\n * * object: `{ compute: \"custom\" }`, used with `Effect.ShadersStore[\"customVertexShader\"]` and `Effect.ShadersStore[\"customFragmentShader\"]`\r\n * * string: `\"./COMMON_NAME\"`, used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport type IComputeShaderPath = {\r\n /**\r\n * Directly pass the shader code\r\n */\r\n computeSource?: string;\r\n /**\r\n * Used with Effect.ShadersStore. If the `vertex` is set to `\"custom`, then\r\n * Babylon.js will read from Effect.ShadersStore[\"customVertexShader\"]\r\n */\r\n compute?: string;\r\n /**\r\n * Used with shader code in script tags\r\n */\r\n computeElement?: string;\r\n};\r\n\r\n/**\r\n * Options to be used when creating a compute effect.\r\n */\r\nexport interface IComputeEffectCreationOptions {\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: ComputeEffect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: ComputeEffect, errors: string) => void>;\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect wrapping a compute shader and let execute (dispatch) the shader\r\n */\r\nexport class ComputeEffect {\r\n private static _UniqueIdSeed = 0;\r\n\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: IComputeShaderPath | string;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public onBindObservable = new Observable<ComputeEffect>();\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n private _engine: AbstractEngine;\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n /** @internal */\r\n public _key: string = \"\";\r\n private _computeSourceCodeOverride: string = \"\";\r\n /** @internal */\r\n public _pipelineContext: Nullable<IComputePipelineContext> = null;\r\n /** @internal */\r\n public _computeSourceCode: string = \"\";\r\n private _rawComputeSourceCode: string = \"\";\r\n private _entryPoint: string;\r\n private _shaderLanguage = ShaderLanguage.WGSL;\r\n private _shaderStore: { [key: string]: string };\r\n private _shaderRepository: string;\r\n private _includeShaderStore: { [key: string]: string };\r\n\r\n /**\r\n * Creates a compute effect that can be used to execute a compute shader\r\n * @param baseName Name of the effect\r\n * @param options Set of all options to create the effect\r\n * @param engine The engine the effect is created for\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n */\r\n constructor(baseName: IComputeShaderPath | string, options: IComputeEffectCreationOptions, engine: AbstractEngine, key = \"\") {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n this._engine = engine;\r\n this.uniqueId = ComputeEffect._UniqueIdSeed++;\r\n\r\n this.defines = options.defines ?? \"\";\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._entryPoint = options.entryPoint ?? \"main\";\r\n\r\n this._shaderStore = ShaderStore.GetShadersStore(this._shaderLanguage);\r\n this._shaderRepository = ShaderStore.GetShadersRepository(this._shaderLanguage);\r\n this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);\r\n\r\n let computeSource: IComputeShaderPath | HTMLElement | string;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (typeof baseName === \"string\") {\r\n computeSource = baseName;\r\n } else if (baseName.computeSource) {\r\n computeSource = \"source:\" + baseName.computeSource;\r\n } else if (baseName.computeElement) {\r\n computeSource = hostDocument?.getElementById(baseName.computeElement) || baseName.computeElement;\r\n } else {\r\n computeSource = baseName.compute || baseName;\r\n }\r\n\r\n const processorOptions: _IProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: false,\r\n processor: null,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: this._shaderRepository,\r\n includesShadersStore: this._includeShaderStore,\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: (shaderType: string, code: string, defines?: string[]) => {\r\n if (!defines) {\r\n return code;\r\n }\r\n // We need to convert #define key value to a const\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n if (split.length === 2) {\r\n const key = split[0];\r\n const value = split[1];\r\n if (!isNaN(parseInt(value)) || !isNaN(parseFloat(value))) {\r\n code = `const ${key} = ${value};\\n` + code;\r\n }\r\n }\r\n }\r\n return code;\r\n },\r\n };\r\n\r\n this._loadShader(computeSource, \"Compute\", \"\", (computeCode) => {\r\n Initialize(processorOptions);\r\n PreProcess(\r\n computeCode,\r\n processorOptions,\r\n (migratedComputeCode) => {\r\n this._rawComputeSourceCode = computeCode;\r\n if (options.processFinalCode) {\r\n migratedComputeCode = options.processFinalCode(migratedComputeCode);\r\n }\r\n const finalShaders = Finalize(migratedComputeCode, \"\", processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, baseName);\r\n },\r\n this._engine\r\n );\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedCommputeCode: string, baseName: any) {\r\n if (baseName) {\r\n const compute = baseName.computeElement || baseName.compute || baseName.spectorName || baseName;\r\n\r\n this._computeSourceCode = \"//#define SHADER_NAME compute:\" + compute + \"\\n\" + migratedCommputeCode;\r\n } else {\r\n this._computeSourceCode = migratedCommputeCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IComputePipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: ComputeEffect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n this._checkIsReady(null);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IComputePipelineContext>) {\r\n _RetryWithInterval(\r\n () => this._isReadyInternal(),\r\n () => {\r\n // no-op, all work is done in _isReadyInternal\r\n },\r\n (e) => {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n },\r\n undefined,\r\n undefined,\r\n false\r\n );\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substring(0, 7) === \"source:\") {\r\n callback(shader.substring(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substring(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substring(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (this._shaderStore[shader + key + \"Shader\"]) {\r\n callback(this._shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && this._shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(this._shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = this._shaderRepository + shader;\r\n }\r\n\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code of this effect\r\n */\r\n public get computeSourceCode(): string {\r\n return this._computeSourceCodeOverride ? this._computeSourceCodeOverride : (this._pipelineContext?._getComputeShaderCode() ?? this._computeSourceCode);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawComputeSourceCode(): string {\r\n return this._rawComputeSourceCode;\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createComputePipelineContext();\r\n this._pipelineContext._name = this._key;\r\n\r\n engine._prepareComputePipelineContext(\r\n this._pipelineContext,\r\n this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._computeSourceCode,\r\n this._rawComputeSourceCode,\r\n this._computeSourceCodeOverride ? null : defines,\r\n this._entryPoint\r\n );\r\n\r\n engine._executeWhenComputeStateIsCompiled(this._pipelineContext, (messages: Nullable<ComputeCompilationMessages>) => {\r\n if (messages && messages.numErrors > 0) {\r\n this._processCompilationErrors(messages, previousPipelineContext);\r\n return;\r\n }\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deleteComputePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n let err = \"\" + e;\r\n if (e instanceof Error && e.stack) {\r\n err = e.stack;\r\n }\r\n this._processCompilationErrors(err, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _processCompilationErrors(e: ComputeCompilationMessages | string, previousPipelineContext: Nullable<IComputePipelineContext> = null) {\r\n this._compilationError = \"\";\r\n\r\n Logger.Error(\"Unable to compile compute effect:\");\r\n if (this.defines) {\r\n Logger.Error(\"Defines:\\n\" + this.defines);\r\n }\r\n\r\n if (ComputeEffect.LogShaderCodeOnCompilationError) {\r\n const code = this._pipelineContext?._getComputeShaderCode();\r\n if (code) {\r\n Logger.Error(\"Compute code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n\r\n if (typeof e === \"string\") {\r\n this._compilationError = e;\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n } else {\r\n for (const message of e.messages) {\r\n let msg = \"\";\r\n if (message.line !== undefined) {\r\n msg += \"Line \" + message.line + \", \";\r\n }\r\n if (message.offset !== undefined) {\r\n msg += \"Offset \" + message.offset + \", \";\r\n }\r\n if (message.length !== undefined) {\r\n msg += \"Length \" + message.length + \", \";\r\n }\r\n msg += message.type + \": \" + message.text;\r\n\r\n if (this._compilationError) {\r\n this._compilationError += \"\\n\";\r\n }\r\n this._compilationError += msg;\r\n Logger.Error(msg);\r\n }\r\n }\r\n\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n }\r\n\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this._pipelineContext) {\r\n this._pipelineContext.dispose();\r\n }\r\n this._engine._releaseComputeEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new compute shader to the shader store\r\n * @param name the name of the shader\r\n * @param computeShader compute shader content\r\n */\r\n public static RegisterShader(name: string, computeShader: string) {\r\n ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[`${name}ComputeShader`] = computeShader;\r\n }\r\n}\r\n"]}
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+
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{ Logger } from \"../Misc/logger\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { type IComputePipelineContext } from \"./IComputePipelineContext\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { Finalize, Initialize, PreProcess } from \"../Engines/Processors/shaderProcessor\";\r\nimport { type _IProcessingOptions } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { type ComputeCompilationMessages } from \"../Engines/Extensions/engine.computeShader\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\n\r\n/**\r\n * Defines the route to the shader code. The priority is as follows:\r\n * * object: `{ computeSource: \"compute shader code string\"}` for directly passing the shader code\r\n * * object: `{ computeElement: \"vertexShaderCode\" }`, used with shader code in script tags\r\n * * object: `{ compute: \"custom\" }`, used with `Effect.ShadersStore[\"customVertexShader\"]` and `Effect.ShadersStore[\"customFragmentShader\"]`\r\n * * string: `\"./COMMON_NAME\"`, used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport type IComputeShaderPath = {\r\n /**\r\n * Directly pass the shader code\r\n */\r\n computeSource?: string;\r\n /**\r\n * Used with Effect.ShadersStore. If the `vertex` is set to `\"custom`, then\r\n * Babylon.js will read from Effect.ShadersStore[\"customVertexShader\"]\r\n */\r\n compute?: string;\r\n /**\r\n * Used with shader code in script tags\r\n */\r\n computeElement?: string;\r\n};\r\n\r\n/**\r\n * Options to be used when creating a compute effect.\r\n */\r\nexport interface IComputeEffectCreationOptions {\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: ComputeEffect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: ComputeEffect, errors: string) => void>;\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect wrapping a compute shader and let execute (dispatch) the shader\r\n */\r\nexport class ComputeEffect {\r\n private static _UniqueIdSeed = 0;\r\n\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: IComputeShaderPath | string;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public onBindObservable = new Observable<ComputeEffect>();\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n private _engine: AbstractEngine;\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n /** @internal */\r\n public _key: string = \"\";\r\n private _computeSourceCodeOverride: string = \"\";\r\n /** @internal */\r\n public _pipelineContext: Nullable<IComputePipelineContext> = null;\r\n /** @internal */\r\n public _computeSourceCode: string = \"\";\r\n private _rawComputeSourceCode: string = \"\";\r\n private _entryPoint: string;\r\n private _shaderLanguage = ShaderLanguage.WGSL;\r\n private _shaderStore: { [key: string]: string };\r\n private _shaderRepository: string;\r\n private _includeShaderStore: { [key: string]: string };\r\n\r\n /**\r\n * Creates a compute effect that can be used to execute a compute shader\r\n * @param baseName Name of the effect\r\n * @param options Set of all options to create the effect\r\n * @param engine The engine the effect is created for\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n */\r\n constructor(baseName: IComputeShaderPath | string, options: IComputeEffectCreationOptions, engine: AbstractEngine, key = \"\") {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n this._engine = engine;\r\n this.uniqueId = ComputeEffect._UniqueIdSeed++;\r\n\r\n this.defines = options.defines ?? \"\";\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._entryPoint = options.entryPoint ?? \"main\";\r\n\r\n this._shaderStore = ShaderStore.GetShadersStore(this._shaderLanguage);\r\n this._shaderRepository = ShaderStore.GetShadersRepository(this._shaderLanguage);\r\n this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);\r\n\r\n let computeSource: IComputeShaderPath | HTMLElement | string;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (typeof baseName === \"string\") {\r\n computeSource = baseName;\r\n } else if (typeof baseName.computeSource === \"string\") {\r\n computeSource = \"source:\" + baseName.computeSource;\r\n } else if (typeof baseName.computeElement === \"string\") {\r\n computeSource = hostDocument?.getElementById(baseName.computeElement) || baseName.computeElement;\r\n } else {\r\n computeSource = baseName.compute || baseName;\r\n }\r\n\r\n const processorOptions: _IProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: false,\r\n processor: null,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: this._shaderRepository,\r\n includesShadersStore: this._includeShaderStore,\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: (shaderType: string, code: string, defines?: string[]) => {\r\n if (!defines) {\r\n return code;\r\n }\r\n // We need to convert #define key value to a const\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n if (split.length === 2) {\r\n const key = split[0];\r\n const value = split[1];\r\n if (!isNaN(parseInt(value)) || !isNaN(parseFloat(value))) {\r\n code = `const ${key} = ${value};\\n` + code;\r\n }\r\n }\r\n }\r\n return code;\r\n },\r\n };\r\n\r\n this._loadShader(computeSource, \"Compute\", \"\", (computeCode) => {\r\n Initialize(processorOptions);\r\n PreProcess(\r\n computeCode,\r\n processorOptions,\r\n (migratedComputeCode) => {\r\n this._rawComputeSourceCode = computeCode;\r\n if (options.processFinalCode) {\r\n migratedComputeCode = options.processFinalCode(migratedComputeCode);\r\n }\r\n const finalShaders = Finalize(migratedComputeCode, \"\", processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, baseName);\r\n },\r\n this._engine\r\n );\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedCommputeCode: string, baseName: any) {\r\n if (baseName) {\r\n const compute = baseName.computeElement || baseName.compute || baseName.spectorName || baseName;\r\n\r\n this._computeSourceCode = \"//#define SHADER_NAME compute:\" + compute + \"\\n\" + migratedCommputeCode;\r\n } else {\r\n this._computeSourceCode = migratedCommputeCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IComputePipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: ComputeEffect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n this._checkIsReady(null);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IComputePipelineContext>) {\r\n _RetryWithInterval(\r\n () => this._isReadyInternal(),\r\n () => {\r\n // no-op, all work is done in _isReadyInternal\r\n },\r\n (e) => {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n },\r\n undefined,\r\n undefined,\r\n false\r\n );\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substring(0, 7) === \"source:\") {\r\n callback(shader.substring(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substring(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substring(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (this._shaderStore[shader + key + \"Shader\"]) {\r\n callback(this._shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && this._shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(this._shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = this._shaderRepository + shader;\r\n }\r\n\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code of this effect\r\n */\r\n public get computeSourceCode(): string {\r\n return this._computeSourceCodeOverride ? this._computeSourceCodeOverride : (this._pipelineContext?._getComputeShaderCode() ?? this._computeSourceCode);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawComputeSourceCode(): string {\r\n return this._rawComputeSourceCode;\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createComputePipelineContext();\r\n this._pipelineContext._name = this._key;\r\n\r\n engine._prepareComputePipelineContext(\r\n this._pipelineContext,\r\n this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._computeSourceCode,\r\n this._rawComputeSourceCode,\r\n this._computeSourceCodeOverride ? null : defines,\r\n this._entryPoint\r\n );\r\n\r\n engine._executeWhenComputeStateIsCompiled(this._pipelineContext, (messages: Nullable<ComputeCompilationMessages>) => {\r\n if (messages && messages.numErrors > 0) {\r\n this._processCompilationErrors(messages, previousPipelineContext);\r\n return;\r\n }\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deleteComputePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n let err = \"\" + e;\r\n if (e instanceof Error && e.stack) {\r\n err = e.stack;\r\n }\r\n this._processCompilationErrors(err, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _processCompilationErrors(e: ComputeCompilationMessages | string, previousPipelineContext: Nullable<IComputePipelineContext> = null) {\r\n this._compilationError = \"\";\r\n\r\n Logger.Error(\"Unable to compile compute effect:\");\r\n if (this.defines) {\r\n Logger.Error(\"Defines:\\n\" + this.defines);\r\n }\r\n\r\n if (ComputeEffect.LogShaderCodeOnCompilationError) {\r\n const code = this._pipelineContext?._getComputeShaderCode();\r\n if (code) {\r\n Logger.Error(\"Compute code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n\r\n if (typeof e === \"string\") {\r\n this._compilationError = e;\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n } else {\r\n for (const message of e.messages) {\r\n let msg = \"\";\r\n if (message.line !== undefined) {\r\n msg += \"Line \" + message.line + \", \";\r\n }\r\n if (message.offset !== undefined) {\r\n msg += \"Offset \" + message.offset + \", \";\r\n }\r\n if (message.length !== undefined) {\r\n msg += \"Length \" + message.length + \", \";\r\n }\r\n msg += message.type + \": \" + message.text;\r\n\r\n if (this._compilationError) {\r\n this._compilationError += \"\\n\";\r\n }\r\n this._compilationError += msg;\r\n Logger.Error(msg);\r\n }\r\n }\r\n\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n }\r\n\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this._pipelineContext) {\r\n this._pipelineContext.dispose();\r\n }\r\n this._engine._releaseComputeEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new compute shader to the shader store\r\n * @param name the name of the shader\r\n * @param computeShader compute shader content\r\n */\r\n public static RegisterShader(name: string, computeShader: string) {\r\n ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[`${name}ComputeShader`] = computeShader;\r\n }\r\n}\r\n"]}
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