@babylonjs/smart-filters 0.1.0-alpha

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Files changed (138) hide show
  1. package/dist/IDisposable.d.ts +10 -0
  2. package/dist/IDisposable.d.ts.map +1 -0
  3. package/dist/IDisposable.js +2 -0
  4. package/dist/IDisposable.js.map +1 -0
  5. package/dist/blocks/aggregateBlock.d.ts +50 -0
  6. package/dist/blocks/aggregateBlock.d.ts.map +1 -0
  7. package/dist/blocks/aggregateBlock.js +103 -0
  8. package/dist/blocks/aggregateBlock.js.map +1 -0
  9. package/dist/blocks/baseBlock.d.ts +160 -0
  10. package/dist/blocks/baseBlock.d.ts.map +1 -0
  11. package/dist/blocks/baseBlock.js +256 -0
  12. package/dist/blocks/baseBlock.js.map +1 -0
  13. package/dist/blocks/copyBlock.d.ts +59 -0
  14. package/dist/blocks/copyBlock.d.ts.map +1 -0
  15. package/dist/blocks/copyBlock.js +84 -0
  16. package/dist/blocks/copyBlock.js.map +1 -0
  17. package/dist/blocks/disableableBlock.d.ts +30 -0
  18. package/dist/blocks/disableableBlock.d.ts.map +1 -0
  19. package/dist/blocks/disableableBlock.js +22 -0
  20. package/dist/blocks/disableableBlock.js.map +1 -0
  21. package/dist/blocks/inputBlock.d.ts +64 -0
  22. package/dist/blocks/inputBlock.d.ts.map +1 -0
  23. package/dist/blocks/inputBlock.js +74 -0
  24. package/dist/blocks/inputBlock.js.map +1 -0
  25. package/dist/blocks/outputBlock.d.ts +42 -0
  26. package/dist/blocks/outputBlock.d.ts.map +1 -0
  27. package/dist/blocks/outputBlock.js +74 -0
  28. package/dist/blocks/outputBlock.js.map +1 -0
  29. package/dist/blocks/shaderBlock.d.ts +68 -0
  30. package/dist/blocks/shaderBlock.d.ts.map +1 -0
  31. package/dist/blocks/shaderBlock.js +101 -0
  32. package/dist/blocks/shaderBlock.js.map +1 -0
  33. package/dist/command/command.d.ts +49 -0
  34. package/dist/command/command.d.ts.map +1 -0
  35. package/dist/command/command.js +15 -0
  36. package/dist/command/command.js.map +1 -0
  37. package/dist/command/commandBuffer.d.ts +40 -0
  38. package/dist/command/commandBuffer.d.ts.map +1 -0
  39. package/dist/command/commandBuffer.js +58 -0
  40. package/dist/command/commandBuffer.js.map +1 -0
  41. package/dist/command/commandBufferDebugger.d.ts +7 -0
  42. package/dist/command/commandBufferDebugger.d.ts.map +1 -0
  43. package/dist/command/commandBufferDebugger.js +12 -0
  44. package/dist/command/commandBufferDebugger.js.map +1 -0
  45. package/dist/connection/connectionPoint.d.ts +110 -0
  46. package/dist/connection/connectionPoint.d.ts.map +1 -0
  47. package/dist/connection/connectionPoint.js +153 -0
  48. package/dist/connection/connectionPoint.js.map +1 -0
  49. package/dist/connection/connectionPointCompatibilityState.d.ts +20 -0
  50. package/dist/connection/connectionPointCompatibilityState.d.ts.map +1 -0
  51. package/dist/connection/connectionPointCompatibilityState.js +32 -0
  52. package/dist/connection/connectionPointCompatibilityState.js.map +1 -0
  53. package/dist/connection/connectionPointDirection.d.ts +10 -0
  54. package/dist/connection/connectionPointDirection.d.ts.map +1 -0
  55. package/dist/connection/connectionPointDirection.js +11 -0
  56. package/dist/connection/connectionPointDirection.js.map +1 -0
  57. package/dist/connection/connectionPointType.d.ts +22 -0
  58. package/dist/connection/connectionPointType.d.ts.map +1 -0
  59. package/dist/connection/connectionPointType.js +17 -0
  60. package/dist/connection/connectionPointType.js.map +1 -0
  61. package/dist/connection/connectionPointWithDefault.d.ts +23 -0
  62. package/dist/connection/connectionPointWithDefault.d.ts.map +1 -0
  63. package/dist/connection/connectionPointWithDefault.js +19 -0
  64. package/dist/connection/connectionPointWithDefault.js.map +1 -0
  65. package/dist/index.d.ts +28 -0
  66. package/dist/index.d.ts.map +1 -0
  67. package/dist/index.js +28 -0
  68. package/dist/index.js.map +1 -0
  69. package/dist/optimization/dependencyGraph.d.ts +31 -0
  70. package/dist/optimization/dependencyGraph.d.ts.map +1 -0
  71. package/dist/optimization/dependencyGraph.js +77 -0
  72. package/dist/optimization/dependencyGraph.js.map +1 -0
  73. package/dist/optimization/optimizedShaderBlock.d.ts +75 -0
  74. package/dist/optimization/optimizedShaderBlock.d.ts.map +1 -0
  75. package/dist/optimization/optimizedShaderBlock.js +105 -0
  76. package/dist/optimization/optimizedShaderBlock.js.map +1 -0
  77. package/dist/optimization/smartFilterOptimizer.d.ts +72 -0
  78. package/dist/optimization/smartFilterOptimizer.d.ts.map +1 -0
  79. package/dist/optimization/smartFilterOptimizer.js +482 -0
  80. package/dist/optimization/smartFilterOptimizer.js.map +1 -0
  81. package/dist/runtime/renderTargetGenerator.d.ts +35 -0
  82. package/dist/runtime/renderTargetGenerator.d.ts.map +1 -0
  83. package/dist/runtime/renderTargetGenerator.js +153 -0
  84. package/dist/runtime/renderTargetGenerator.js.map +1 -0
  85. package/dist/runtime/shaderRuntime.d.ts +95 -0
  86. package/dist/runtime/shaderRuntime.d.ts.map +1 -0
  87. package/dist/runtime/shaderRuntime.js +120 -0
  88. package/dist/runtime/shaderRuntime.js.map +1 -0
  89. package/dist/runtime/smartFilterRuntime.d.ts +69 -0
  90. package/dist/runtime/smartFilterRuntime.d.ts.map +1 -0
  91. package/dist/runtime/smartFilterRuntime.js +57 -0
  92. package/dist/runtime/smartFilterRuntime.js.map +1 -0
  93. package/dist/runtime/strongRef.d.ts +16 -0
  94. package/dist/runtime/strongRef.d.ts.map +1 -0
  95. package/dist/runtime/strongRef.js +9 -0
  96. package/dist/runtime/strongRef.js.map +1 -0
  97. package/dist/smartFilter.d.ts +100 -0
  98. package/dist/smartFilter.d.ts.map +1 -0
  99. package/dist/smartFilter.js +154 -0
  100. package/dist/smartFilter.js.map +1 -0
  101. package/dist/utils/shaderCodeUtils.d.ts +131 -0
  102. package/dist/utils/shaderCodeUtils.d.ts.map +1 -0
  103. package/dist/utils/shaderCodeUtils.js +115 -0
  104. package/dist/utils/shaderCodeUtils.js.map +1 -0
  105. package/dist/utils/textureLoaders.d.ts +14 -0
  106. package/dist/utils/textureLoaders.d.ts.map +1 -0
  107. package/dist/utils/textureLoaders.js +22 -0
  108. package/dist/utils/textureLoaders.js.map +1 -0
  109. package/license.md +21 -0
  110. package/package.json +47 -0
  111. package/readme.md +165 -0
  112. package/src/IDisposable.ts +9 -0
  113. package/src/blocks/aggregateBlock.ts +121 -0
  114. package/src/blocks/baseBlock.ts +341 -0
  115. package/src/blocks/copyBlock.ts +103 -0
  116. package/src/blocks/disableableBlock.ts +40 -0
  117. package/src/blocks/inputBlock.ts +114 -0
  118. package/src/blocks/outputBlock.ts +97 -0
  119. package/src/blocks/shaderBlock.ts +145 -0
  120. package/src/command/command.ts +60 -0
  121. package/src/command/commandBuffer.ts +71 -0
  122. package/src/command/commandBufferDebugger.ts +13 -0
  123. package/src/connection/connectionPoint.ts +212 -0
  124. package/src/connection/connectionPointCompatibilityState.ts +31 -0
  125. package/src/connection/connectionPointDirection.ts +9 -0
  126. package/src/connection/connectionPointType.ts +30 -0
  127. package/src/connection/connectionPointWithDefault.ts +35 -0
  128. package/src/index.ts +36 -0
  129. package/src/optimization/dependencyGraph.ts +94 -0
  130. package/src/optimization/optimizedShaderBlock.ts +133 -0
  131. package/src/optimization/smartFilterOptimizer.ts +706 -0
  132. package/src/runtime/renderTargetGenerator.ts +204 -0
  133. package/src/runtime/shaderRuntime.ts +155 -0
  134. package/src/runtime/smartFilterRuntime.ts +104 -0
  135. package/src/runtime/strongRef.ts +18 -0
  136. package/src/smartFilter.ts +227 -0
  137. package/src/utils/shaderCodeUtils.ts +242 -0
  138. package/src/utils/textureLoaders.ts +28 -0
@@ -0,0 +1,227 @@
1
+ import type { ThinEngine } from "@babylonjs/core/Engines/thinEngine";
2
+ import type { Nullable } from "@babylonjs/core/types";
3
+ import type { SmartFilterRuntime } from "./runtime/smartFilterRuntime";
4
+ import type { BaseBlock } from "./blocks/baseBlock";
5
+ import type { ConnectionPointType } from "./connection/connectionPointType";
6
+ import type { ConnectionPoint } from "./connection/connectionPoint";
7
+ import { OutputBlock } from "./blocks/outputBlock.js";
8
+ import { InternalSmartFilterRuntime } from "./runtime/smartFilterRuntime.js";
9
+ import { RenderTargetGenerator } from "./runtime/renderTargetGenerator.js";
10
+ import { AggregateBlock } from "./blocks/aggregateBlock.js";
11
+
12
+ /**
13
+ * How long to wait for shader compilation and texture loading to complete before erroring out.
14
+ */
15
+ const InitializationTimeout = 10000;
16
+
17
+ /**
18
+ * Data passed to the initialize function of the blocks.
19
+ */
20
+ export type InitializationData = {
21
+ /**
22
+ * The current smart filter runtime the block is being initialized for.
23
+ */
24
+ readonly runtime: InternalSmartFilterRuntime;
25
+ /**
26
+ * The output block of the smart filter.
27
+ * This is used to determine if a block is linked to the output block so that we can prevent an
28
+ * extra render pass.
29
+ */
30
+ readonly outputBlock: OutputBlock;
31
+ /**
32
+ * The list of promises to wait for during the initialization step.
33
+ */
34
+ readonly initializationPromises: Promise<void>[];
35
+ };
36
+
37
+ /**
38
+ * The smart filter class is the main class of the smart filter module.
39
+ *
40
+ * It is responsible for managing a graph of smart filter blocks.
41
+ *
42
+ * It is also responsible for creating the runtime associated to the current state of the filter.
43
+ */
44
+ export class SmartFilter {
45
+ /**
46
+ * The friendly name of the smart filter.
47
+ */
48
+ public readonly name: string;
49
+
50
+ /**
51
+ * The smart filter output (input connection point of the output block...).
52
+ *
53
+ * This is where the smart filter final block should be connected to in order to be visible on screen.
54
+ */
55
+ public readonly output: ConnectionPoint<ConnectionPointType.Texture>;
56
+
57
+ /**
58
+ * User defined comments to describe the current smart filter.
59
+ */
60
+ public comments: Nullable<string> = null;
61
+
62
+ /**
63
+ * Data used by the smart filter editor.
64
+ * TODO. strong type and hide this.
65
+ */
66
+ public editorData: any = null;
67
+
68
+ private readonly _attachedBlocks: Array<BaseBlock>;
69
+ private readonly _outputBlock: OutputBlock;
70
+
71
+ /**
72
+ * Creates a new instance of a @see SmartFilter.
73
+ * @param name - The friendly name of the smart filter
74
+ */
75
+ constructor(name: string) {
76
+ this.name = name;
77
+
78
+ this._attachedBlocks = new Array<BaseBlock>();
79
+ this._outputBlock = new OutputBlock(this);
80
+ this.output = this._outputBlock.input;
81
+ }
82
+
83
+ /**
84
+ * @returns the list of blocks attached to the smart filter.
85
+ */
86
+ public get attachedBlocks(): ReadonlyArray<BaseBlock> {
87
+ return this._attachedBlocks;
88
+ }
89
+
90
+ /**
91
+ * @returns The current class name of the smart filter.
92
+ */
93
+ public getClassName(): string {
94
+ return "SmartFilter";
95
+ }
96
+
97
+ /**
98
+ * Registers a block to be part of this smart filter.
99
+ * @param block - The block to register on the smart filter
100
+ * @throws if the block is already registered on another smart filter
101
+ * @remarks This function will not register the block if it is already registered on the smart filter.
102
+ */
103
+ public registerBlock(block: BaseBlock): void {
104
+ // It is impossible to attach a block from another filter
105
+ if (block.smartFilter !== this) {
106
+ throw new Error("Block is not part of this smart filter");
107
+ }
108
+
109
+ // No need to attach a block several times
110
+ if (this._attachedBlocks.indexOf(block) !== -1) {
111
+ return;
112
+ }
113
+
114
+ // Add the block to the list of attached blocks
115
+ this._attachedBlocks.push(block);
116
+ }
117
+
118
+ /**
119
+ * Removes the block from the smart filter.
120
+ * @param block - The block to remove from the smart filter
121
+ * @remarks This function will disconnect the block on removal.
122
+ * This Output block cannot be removed.
123
+ */
124
+ public removeBlock(block: BaseBlock): void {
125
+ const attachedBlockIndex = this._attachedBlocks.indexOf(block);
126
+
127
+ // The block can only be removed if it is not the output block
128
+ // and if it is attached to the smart filter
129
+ if (attachedBlockIndex > -1 && !block.isOutput) {
130
+ // Disconnects all the connections of the block
131
+ block.disconnect();
132
+
133
+ // Removes the block from the list of attached blocks
134
+ this._attachedBlocks.splice(attachedBlockIndex, 1);
135
+ }
136
+ }
137
+
138
+ private _generateCommandsAndGatherInitPromises(initializationData: InitializationData): void {
139
+ const outputBlock = this._outputBlock;
140
+
141
+ outputBlock.visit(initializationData, (block: BaseBlock, initializationData: InitializationData) => {
142
+ // If the block is the output block,
143
+ if (block === outputBlock) {
144
+ // We only need to do something if the connected block is an input block.
145
+ // Indeed, any other block linked to the output block would directly render to the canvas
146
+ // as an optimization.
147
+ // In case the output block is not linked to an input block, we do not need extra commands
148
+ // or resources to create a render pass.
149
+ if (outputBlock.input.connectedTo?.ownerBlock.isInput) {
150
+ block.generateCommandsAndGatherInitPromises(initializationData, true);
151
+ }
152
+ return;
153
+ }
154
+
155
+ block.generateCommandsAndGatherInitPromises(
156
+ initializationData,
157
+ outputBlock.input.connectedTo?.ownerBlock === block
158
+ );
159
+ });
160
+ }
161
+
162
+ /**
163
+ * Create a new runtime for the current state of the smart filter.
164
+ * @param engine - The Babylon.js engine to use for the runtime
165
+ * @param renderTargetGenerator - The render target generator to use to generate the RTTs for the shader blocks. If not provided, a default one will be created.
166
+ * @returns the runtime that can be used to render the smart filter
167
+ */
168
+ public async createRuntimeAsync(
169
+ engine: ThinEngine,
170
+ renderTargetGenerator?: RenderTargetGenerator
171
+ ): Promise<SmartFilterRuntime> {
172
+ const runtime = new InternalSmartFilterRuntime(engine);
173
+
174
+ const initializationData: InitializationData = {
175
+ runtime,
176
+ outputBlock: this._outputBlock,
177
+ initializationPromises: [],
178
+ };
179
+
180
+ this._workWithAggregateFreeGraph(() => {
181
+ this._outputBlock.prepareForRuntime();
182
+
183
+ renderTargetGenerator = renderTargetGenerator ?? new RenderTargetGenerator(false);
184
+ renderTargetGenerator.setOutputTextures(this, initializationData);
185
+
186
+ this._outputBlock.propagateRuntimeData();
187
+
188
+ this._generateCommandsAndGatherInitPromises(initializationData);
189
+ });
190
+
191
+ // Wait for all the blocks to be initialized
192
+ if (initializationData.initializationPromises.length > 0) {
193
+ const timeoutPromise = new Promise((resolve) => setTimeout(resolve, InitializationTimeout, true));
194
+ const initializationPromises = Promise.all(initializationData.initializationPromises).then(() => false);
195
+ const timedOut = await Promise.race([initializationPromises, timeoutPromise]);
196
+ if (timedOut) {
197
+ throw new Error("Initialization promises timed out");
198
+ }
199
+ }
200
+
201
+ return runtime;
202
+ }
203
+
204
+ /**
205
+ * @internal
206
+ * Merges all aggregate blocks into the smart filter graph, executes the passed-in work, then restores the aggregate blocks.
207
+ * @param work - The work to execute with the aggregate blocks merged
208
+ */
209
+ public _workWithAggregateFreeGraph(work: () => void): void {
210
+ const mergedAggregateBlocks: AggregateBlock[] = [];
211
+
212
+ // Merge all aggregate blocks
213
+ this._outputBlock.visit({}, (block: BaseBlock, _extraData: Object) => {
214
+ if (block instanceof AggregateBlock) {
215
+ block._mergeIntoSmartFilter(mergedAggregateBlocks);
216
+ }
217
+ });
218
+
219
+ // Do the passed in work
220
+ work();
221
+
222
+ // Restore all aggregate blocks
223
+ for (const block of mergedAggregateBlocks) {
224
+ block._unmergeFromSmartFilter();
225
+ }
226
+ }
227
+ }
@@ -0,0 +1,242 @@
1
+ import type { Effect } from "@babylonjs/core/Materials/effect";
2
+
3
+ /**
4
+ * The shader code decorator.
5
+ * Used to decorate the names of uniform, function and const variables for easier parsing.
6
+ */
7
+ export const decorateChar = "_";
8
+
9
+ /**
10
+ * Describes a shader function.
11
+ */
12
+ export type ShaderFunction = {
13
+ /**
14
+ * The name of the function.
15
+ */
16
+ name: string;
17
+
18
+ /**
19
+ * The code of the function.
20
+ */
21
+ code: string;
22
+ };
23
+
24
+ /**
25
+ * Describes a shader code.
26
+ */
27
+ export type ShaderCode = {
28
+ /**
29
+ * The declaration of the const variables.
30
+ */
31
+ const?: string;
32
+
33
+ /**
34
+ * The declaration of the uniform variables.
35
+ */
36
+ uniform?: string;
37
+
38
+ /**
39
+ * The declaration of the uniform variables that should be common for all ShaderBlock instances using this shader code.
40
+ */
41
+ uniformSingle?: string;
42
+
43
+ /**
44
+ * The name of the main function.
45
+ */
46
+ mainFunctionName: string;
47
+
48
+ /**
49
+ * The name of the main input texture.
50
+ */
51
+ mainInputTexture?: string;
52
+
53
+ /**
54
+ * The list of functions used in the shader.
55
+ */
56
+ functions: ShaderFunction[];
57
+ };
58
+
59
+ /**
60
+ * Describes a shader program.
61
+ */
62
+ export type ShaderProgram = {
63
+ /**
64
+ * The vertex shader code.
65
+ */
66
+ vertex?: string | undefined;
67
+
68
+ /**
69
+ * The fragment shader code.
70
+ */
71
+ fragment: ShaderCode;
72
+ };
73
+
74
+ /**
75
+ * The list of options required to create a shader block.
76
+ * It mainly contains the shader code to execute and its associated parameters.
77
+ */
78
+ export type ShaderCreationOptions = {
79
+ /**
80
+ * A friendly name for the shader visible in Spector or in logs.
81
+ */
82
+ name: string;
83
+ /**
84
+ * Fragment shader source code.
85
+ */
86
+ fragmentShader: string;
87
+ /**
88
+ * Vertex shader source code.
89
+ */
90
+ vertexShader?: string;
91
+ /**
92
+ * Attributes to use in the shader
93
+ */
94
+ attributeNames?: Array<string>;
95
+ /**
96
+ * Uniforms to use in the shader
97
+ */
98
+ uniformNames?: Array<string>;
99
+ /**
100
+ * Texture sampler names to use in the shader
101
+ */
102
+ samplerNames?: Array<string>;
103
+ /**
104
+ * Defines to use in the shader
105
+ */
106
+ defines?: Array<string>;
107
+ /**
108
+ * Callback when the effect is compiled
109
+ */
110
+ onCompiled?: (effect: Effect) => void;
111
+ };
112
+
113
+ /**
114
+ * Injects the disable uniform into a shader program.
115
+ * @param shaderProgram - The shader program to inject the disable uniform into.
116
+ * @returns The modified shader program
117
+ */
118
+ export function injectDisableUniform(shaderProgram: ShaderProgram) {
119
+ const shaderFragment = shaderProgram.fragment;
120
+
121
+ shaderFragment.uniform += "\nuniform bool _disabled_;";
122
+
123
+ for (let i = 0; i < shaderFragment.functions.length; ++i) {
124
+ const func = shaderFragment.functions[i]!;
125
+ if (func.name === shaderFragment.mainFunctionName) {
126
+ func.code = func.code.replace(
127
+ "{",
128
+ `{\n if (_disabled_) return texture2D(${shaderProgram.fragment.mainInputTexture}, vUV);\n`
129
+ );
130
+ break;
131
+ }
132
+ }
133
+
134
+ return shaderProgram;
135
+ }
136
+
137
+ /**
138
+ * Gets the shader fragment code.
139
+ * @param shaderProgram - The shader program to extract the code from.
140
+ * @param mainCodeOnly - If true, only the main function code will be returned.
141
+ * @returns The shader fragment code.
142
+ */
143
+ export function getShaderFragmentCode(shaderProgram: ShaderProgram, mainCodeOnly = false): string {
144
+ const shaderFragment = shaderProgram.fragment;
145
+
146
+ const declarations =
147
+ (shaderFragment.const ?? "") +
148
+ "\n" +
149
+ shaderFragment.uniform +
150
+ "\n" +
151
+ (shaderFragment.uniformSingle ?? "") +
152
+ "\n";
153
+
154
+ let mainFunctionCode = "";
155
+ let otherFunctionsCode = "";
156
+ for (let i = 0; i < shaderFragment.functions.length; ++i) {
157
+ const func = shaderFragment.functions[i]!;
158
+ if (func.name === shaderFragment.mainFunctionName) {
159
+ mainFunctionCode += func.code + "\n";
160
+ if (mainCodeOnly) {
161
+ break;
162
+ }
163
+ } else {
164
+ otherFunctionsCode += func.code + "\n";
165
+ }
166
+ }
167
+
168
+ return mainCodeOnly ? mainFunctionCode : declarations + otherFunctionsCode + mainFunctionCode;
169
+ }
170
+
171
+ /**
172
+ * Gets the shader creation options from a shader program.
173
+ * @param shaderProgram - The shader program to build the create options from.
174
+ * @returns The shader creation options.
175
+ */
176
+ export function getShaderCreateOptions(shaderProgram: ShaderProgram): ShaderCreationOptions {
177
+ const shaderFragment = shaderProgram.fragment;
178
+
179
+ let code = getShaderFragmentCode(shaderProgram);
180
+
181
+ const uniforms = shaderFragment.uniform + "\n" + (shaderFragment.uniformSingle ?? "");
182
+ const uniformNames = [];
183
+ const samplerNames = [];
184
+
185
+ const rx = new RegExp(`uniform\\s+(\\S+)\\s+(\\w+)\\s*;`, "g");
186
+
187
+ let match = rx.exec(uniforms);
188
+ while (match !== null) {
189
+ const varType = match[1]!;
190
+ const varName = match[2]!;
191
+
192
+ if (varType === "sampler2D" || varType === "sampler3D") {
193
+ samplerNames.push(varName);
194
+ } else {
195
+ uniformNames.push(varName);
196
+ }
197
+
198
+ match = rx.exec(uniforms);
199
+ }
200
+
201
+ code =
202
+ "varying vec2 vUV;\n" +
203
+ code +
204
+ "\nvoid main(void) {\ngl_FragColor = " +
205
+ shaderFragment.mainFunctionName +
206
+ "(vUV);\n}";
207
+
208
+ const options: ShaderCreationOptions = {
209
+ name: shaderFragment.mainFunctionName,
210
+ fragmentShader: code,
211
+ uniformNames: uniformNames,
212
+ samplerNames: samplerNames,
213
+ };
214
+
215
+ if (shaderProgram.vertex) {
216
+ options.vertexShader = shaderProgram.vertex;
217
+ }
218
+
219
+ return options;
220
+ }
221
+
222
+ /**
223
+ * Decorates a symbol (uniform, function or const) name.
224
+ * @param symbol - The symbol to decorate.
225
+ * @returns The decorated symbol.
226
+ */
227
+ export function decorateSymbol(symbol: string): string {
228
+ return decorateChar + symbol + decorateChar;
229
+ }
230
+
231
+ /**
232
+ * Undecorates a symbol (uniform, function or const) name.
233
+ * @param symbol - The symbol to undecorate.
234
+ * @returns The undecorated symbol. Throws an error if the symbol is not decorated.
235
+ */
236
+ export function undecorateSymbol(symbol: string): string {
237
+ if (symbol.charAt(0) !== decorateChar || symbol.charAt(symbol.length - 1) !== decorateChar) {
238
+ throw new Error(`undecorateSymbol: Invalid symbol name "${symbol}"`);
239
+ }
240
+
241
+ return symbol.substring(1, symbol.length - 1);
242
+ }
@@ -0,0 +1,28 @@
1
+ import { ThinTexture } from "@babylonjs/core/Materials/Textures/thinTexture.js";
2
+ import { type ThinEngine } from "@babylonjs/core/Engines/thinEngine.js";
3
+
4
+ /**
5
+ * Helper that takes in a URL to an image and returns a ThinTexture
6
+ * @param engine - defines the engine to use to create the texture
7
+ * @param url - defines a value which contains one of the following:
8
+ * * A conventional http URL, e.g. 'http://...' or 'file://...'
9
+ * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
10
+ * @param flipY - Indicates if the Y axis should be flipped
11
+ * @param samplingMode - The sampling mode to use
12
+ * @returns A ThinTexture of the image
13
+ */
14
+ export function createImageTexture(
15
+ engine: ThinEngine,
16
+ url: string,
17
+ flipY: boolean = true,
18
+ samplingMode: number | undefined = undefined
19
+ ): ThinTexture {
20
+ const internalTexture = engine.createTexture(url, true, flipY, null, samplingMode);
21
+ return new ThinTexture(internalTexture);
22
+ }
23
+
24
+ /*
25
+ Future util ideas:
26
+ HtmlElementTexture
27
+ WebCamTexture
28
+ */