@babylonjs/viewer 7.40.0 → 7.40.1-alpha

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (615) hide show
  1. package/assets/photoStudio.env +0 -0
  2. package/dist/babylon-viewer.esm.js +2 -0
  3. package/dist/babylon-viewer.esm.js.map +1 -0
  4. package/dist/babylon-viewer.esm.min.js +2 -0
  5. package/dist/babylon-viewer.esm.min.js.map +1 -0
  6. package/dist/chunks/EXT_lights_ies-gxFyrTPG.esm.min.js +2 -0
  7. package/dist/chunks/EXT_lights_ies-gxFyrTPG.esm.min.js.map +1 -0
  8. package/dist/chunks/EXT_lights_ies-pE68tmBj.esm.js +84 -0
  9. package/dist/chunks/EXT_lights_ies-pE68tmBj.esm.js.map +1 -0
  10. package/dist/chunks/EXT_lights_image_based-B8Oal0Ur.esm.min.js +2 -0
  11. package/dist/chunks/EXT_lights_image_based-B8Oal0Ur.esm.min.js.map +1 -0
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  14. package/dist/chunks/EXT_mesh_gpu_instancing-DSFpOud_.esm.min.js +2 -0
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  18. package/dist/chunks/EXT_meshopt_compression-CNUItnkN.esm.min.js +2 -0
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  22. package/dist/chunks/EXT_texture_avif-BWOJV_Yf.esm.js +44 -0
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  26. package/dist/chunks/EXT_texture_webp-4Pxv5jC9.esm.min.js +2 -0
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  34. package/dist/chunks/KHR_animation_pointer-BM2iOlKg.esm.js +352 -0
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  38. package/dist/chunks/KHR_draco_mesh_compression-BocaEHGh.esm.js +617 -0
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  46. package/dist/chunks/KHR_lights_punctual-D0u7ZFj4.esm.js +581 -0
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  78. package/dist/chunks/KHR_materials_pbrSpecularGlossiness-C4K79VpA.esm.min.js +2 -0
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  82. package/dist/chunks/KHR_materials_sheen-CT4KjW_v.esm.js +85 -0
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  86. package/dist/chunks/KHR_materials_specular-CCvL1awH.esm.min.js +2 -0
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  90. package/dist/chunks/KHR_materials_transmission-B64oDwox.esm.js +307 -0
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  94. package/dist/chunks/KHR_materials_unlit-BGPDq328.esm.js +74 -0
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  98. package/dist/chunks/KHR_materials_variants-Cqw7xft3.esm.min.js +2 -0
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  102. package/dist/chunks/KHR_materials_volume-BBsNt0LM.esm.js +87 -0
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  106. package/dist/chunks/KHR_mesh_quantization-BiDGkiGh.esm.min.js +2 -0
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  110. package/dist/chunks/KHR_node_hoverability-DaOK-Y48.esm.min.js +2 -0
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  508. package/configuration/types/index.d.ts +0 -14
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  541. package/loader/modelLoader.d.ts +0 -56
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  544. package/loader/plugins/applyMaterialConfig.d.ts +0 -12
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  547. package/loader/plugins/extendedMaterialLoaderPlugin.d.ts +0 -9
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  559. package/loader/plugins/telemetryLoaderPlugin.d.ts +0 -12
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  589. package/templating/plugins/hdButtonPlugin.d.ts +0 -9
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@@ -0,0 +1,77 @@
1
+ import { aS as Animation, v as Vector3, ab as Quaternion } from './index-CtkZLm9J.esm.js';
2
+
3
+ /** @internal */
4
+ function getVector3(_target, source, offset, scale) {
5
+ return Vector3.FromArray(source, offset).scaleInPlace(scale);
6
+ }
7
+ /** @internal */
8
+ function getQuaternion(_target, source, offset, scale) {
9
+ return Quaternion.FromArray(source, offset).scaleInPlace(scale);
10
+ }
11
+ /** @internal */
12
+ function getWeights(target, source, offset, scale) {
13
+ const value = new Array(target._numMorphTargets);
14
+ for (let i = 0; i < value.length; i++) {
15
+ value[i] = source[offset++] * scale;
16
+ }
17
+ return value;
18
+ }
19
+ /** @internal */
20
+ class AnimationPropertyInfo {
21
+ /** @internal */
22
+ constructor(type, name, getValue, getStride) {
23
+ this.type = type;
24
+ this.name = name;
25
+ this.getValue = getValue;
26
+ this.getStride = getStride;
27
+ }
28
+ _buildAnimation(name, fps, keys) {
29
+ const babylonAnimation = new Animation(name, this.name, fps, this.type);
30
+ babylonAnimation.setKeys(keys);
31
+ return babylonAnimation;
32
+ }
33
+ }
34
+ /** @internal */
35
+ class TransformNodeAnimationPropertyInfo extends AnimationPropertyInfo {
36
+ /** @internal */
37
+ buildAnimations(target, name, fps, keys, callback) {
38
+ callback(target._babylonTransformNode, this._buildAnimation(name, fps, keys));
39
+ }
40
+ }
41
+ /** @internal */
42
+ class WeightAnimationPropertyInfo extends AnimationPropertyInfo {
43
+ buildAnimations(target, name, fps, keys, callback) {
44
+ if (target._numMorphTargets) {
45
+ for (let targetIndex = 0; targetIndex < target._numMorphTargets; targetIndex++) {
46
+ const babylonAnimation = new Animation(`${name}_${targetIndex}`, this.name, fps, this.type);
47
+ babylonAnimation.setKeys(keys.map((key) => ({
48
+ frame: key.frame,
49
+ inTangent: key.inTangent ? key.inTangent[targetIndex] : undefined,
50
+ value: key.value[targetIndex],
51
+ outTangent: key.outTangent ? key.outTangent[targetIndex] : undefined,
52
+ interpolation: key.interpolation,
53
+ })));
54
+ if (target._primitiveBabylonMeshes) {
55
+ for (const babylonMesh of target._primitiveBabylonMeshes) {
56
+ if (babylonMesh.morphTargetManager) {
57
+ const morphTarget = babylonMesh.morphTargetManager.getTarget(targetIndex);
58
+ const babylonAnimationClone = babylonAnimation.clone();
59
+ morphTarget.animations.push(babylonAnimationClone);
60
+ callback(morphTarget, babylonAnimationClone);
61
+ }
62
+ }
63
+ }
64
+ }
65
+ }
66
+ }
67
+ }
68
+ /** @internal */
69
+ const nodeAnimationData = {
70
+ translation: [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_VECTOR3, "position", getVector3, () => 3)],
71
+ rotation: [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_QUATERNION, "rotationQuaternion", getQuaternion, () => 4)],
72
+ scale: [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_VECTOR3, "scaling", getVector3, () => 3)],
73
+ weights: [new WeightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, "influence", getWeights, (target) => target._numMorphTargets)],
74
+ };
75
+
76
+ export { AnimationPropertyInfo as A, nodeAnimationData as n };
77
+ //# sourceMappingURL=glTFLoaderAnimation-CV32Nmqb.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"glTFLoaderAnimation-CV32Nmqb.esm.js","sources":["../../../../../dev/loaders/dist/glTF/2.0/glTFLoaderAnimation.js"],"sourcesContent":["import { Animation } from \"core/Animations/animation\";\nimport { Quaternion, Vector3 } from \"core/Maths/math.vector\";\n/** @internal */\nexport function getVector3(_target, source, offset, scale) {\n return Vector3.FromArray(source, offset).scaleInPlace(scale);\n}\n/** @internal */\nexport function getQuaternion(_target, source, offset, scale) {\n return Quaternion.FromArray(source, offset).scaleInPlace(scale);\n}\n/** @internal */\nexport function getWeights(target, source, offset, scale) {\n const value = new Array(target._numMorphTargets);\n for (let i = 0; i < value.length; i++) {\n value[i] = source[offset++] * scale;\n }\n return value;\n}\n/** @internal */\nexport class AnimationPropertyInfo {\n /** @internal */\n constructor(type, name, getValue, getStride) {\n this.type = type;\n this.name = name;\n this.getValue = getValue;\n this.getStride = getStride;\n }\n _buildAnimation(name, fps, keys) {\n const babylonAnimation = new Animation(name, this.name, fps, this.type);\n babylonAnimation.setKeys(keys);\n return babylonAnimation;\n }\n}\n/** @internal */\nexport class TransformNodeAnimationPropertyInfo extends AnimationPropertyInfo {\n /** @internal */\n buildAnimations(target, name, fps, keys, callback) {\n callback(target._babylonTransformNode, this._buildAnimation(name, fps, keys));\n }\n}\n/** @internal */\nexport class WeightAnimationPropertyInfo extends AnimationPropertyInfo {\n buildAnimations(target, name, fps, keys, callback) {\n if (target._numMorphTargets) {\n for (let targetIndex = 0; targetIndex < target._numMorphTargets; targetIndex++) {\n const babylonAnimation = new Animation(`${name}_${targetIndex}`, this.name, fps, this.type);\n babylonAnimation.setKeys(keys.map((key) => ({\n frame: key.frame,\n inTangent: key.inTangent ? 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@@ -0,0 +1,2 @@
1
+ import{aS as n,v as t,ab as e}from"./index-BHIM4QBr.esm.min.js";function a(n,e,a,i){return t.FromArray(e,a).scaleInPlace(i)}class i{constructor(n,t,e,a){this.type=n,this.name=t,this.getValue=e,this.getStride=a}_buildAnimation(t,e,a){const i=new n(t,this.name,e,this.type);return i.setKeys(a),i}}class s extends i{buildAnimations(n,t,e,a,i){i(n._babylonTransformNode,this._buildAnimation(t,e,a))}}const o={translation:[new s(n.ANIMATIONTYPE_VECTOR3,"position",a,(()=>3))],rotation:[new s(n.ANIMATIONTYPE_QUATERNION,"rotationQuaternion",(function(n,t,a,i){return e.FromArray(t,a).scaleInPlace(i)}),(()=>4))],scale:[new s(n.ANIMATIONTYPE_VECTOR3,"scaling",a,(()=>3))],weights:[new class extends i{buildAnimations(t,e,a,i,s){if(t._numMorphTargets)for(let o=0;o<t._numMorphTargets;o++){const r=new n(`${e}_${o}`,this.name,a,this.type);if(r.setKeys(i.map((n=>({frame:n.frame,inTangent:n.inTangent?n.inTangent[o]:void 0,value:n.value[o],outTangent:n.outTangent?n.outTangent[o]:void 0,interpolation:n.interpolation})))),t._primitiveBabylonMeshes)for(const n of t._primitiveBabylonMeshes)if(n.morphTargetManager){const t=n.morphTargetManager.getTarget(o),e=r.clone();t.animations.push(e),s(t,e)}}}}(n.ANIMATIONTYPE_FLOAT,"influence",(function(n,t,e,a){const i=new Array(n._numMorphTargets);for(let n=0;n<i.length;n++)i[n]=t[e++]*a;return i}),(n=>n._numMorphTargets))]};export{i as A,o as n};
2
+ //# sourceMappingURL=glTFLoaderAnimation-Cq2ziV9o.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"glTFLoaderAnimation-Cq2ziV9o.esm.min.js","sources":["../../../../../dev/loaders/dist/glTF/2.0/glTFLoaderAnimation.js"],"sourcesContent":["import { Animation } from \"core/Animations/animation\";\nimport { Quaternion, Vector3 } from \"core/Maths/math.vector\";\n/** @internal */\nexport function getVector3(_target, source, offset, scale) {\n return Vector3.FromArray(source, offset).scaleInPlace(scale);\n}\n/** @internal */\nexport function getQuaternion(_target, source, offset, scale) {\n return Quaternion.FromArray(source, offset).scaleInPlace(scale);\n}\n/** @internal */\nexport function getWeights(target, source, offset, scale) {\n const value = new Array(target._numMorphTargets);\n for (let i = 0; i < value.length; i++) {\n value[i] = source[offset++] * scale;\n }\n return value;\n}\n/** @internal */\nexport class AnimationPropertyInfo {\n /** @internal */\n constructor(type, name, getValue, getStride) {\n this.type = type;\n this.name = name;\n this.getValue = getValue;\n this.getStride = getStride;\n }\n _buildAnimation(name, fps, keys) {\n const babylonAnimation = new Animation(name, this.name, fps, this.type);\n babylonAnimation.setKeys(keys);\n return babylonAnimation;\n }\n}\n/** @internal */\nexport class TransformNodeAnimationPropertyInfo extends AnimationPropertyInfo {\n /** @internal */\n buildAnimations(target, name, fps, keys, callback) {\n callback(target._babylonTransformNode, this._buildAnimation(name, fps, keys));\n }\n}\n/** @internal */\nexport class WeightAnimationPropertyInfo extends AnimationPropertyInfo {\n buildAnimations(target, name, fps, keys, callback) {\n if (target._numMorphTargets) {\n for (let targetIndex = 0; targetIndex < target._numMorphTargets; targetIndex++) {\n const babylonAnimation = new Animation(`${name}_${targetIndex}`, this.name, fps, this.type);\n babylonAnimation.setKeys(keys.map((key) => ({\n frame: key.frame,\n inTangent: key.inTangent ? key.inTangent[targetIndex] : undefined,\n value: key.value[targetIndex],\n outTangent: key.outTangent ? key.outTangent[targetIndex] : undefined,\n interpolation: key.interpolation,\n })));\n if (target._primitiveBabylonMeshes) {\n for (const babylonMesh of target._primitiveBabylonMeshes) {\n if (babylonMesh.morphTargetManager) {\n const morphTarget = babylonMesh.morphTargetManager.getTarget(targetIndex);\n const babylonAnimationClone = babylonAnimation.clone();\n morphTarget.animations.push(babylonAnimationClone);\n callback(morphTarget, babylonAnimationClone);\n }\n }\n }\n }\n }\n }\n}\n/** @internal */\nexport const nodeAnimationData = {\n translation: [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_VECTOR3, \"position\", getVector3, () => 3)],\n rotation: [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_QUATERNION, \"rotationQuaternion\", getQuaternion, () => 4)],\n scale: [new TransformNodeAnimationPropertyInfo(Animation.ANIMATIONTYPE_VECTOR3, \"scaling\", getVector3, () => 3)],\n weights: [new WeightAnimationPropertyInfo(Animation.ANIMATIONTYPE_FLOAT, \"influence\", getWeights, (target) => target._numMorphTargets)],\n};\n//# sourceMappingURL=glTFLoaderAnimation.js.map"],"names":["getVector3","_target","source","offset","scale","Vector3","FromArray","scaleInPlace","AnimationPropertyInfo","constructor","type","name","getValue","getStride","this","_buildAnimation","fps","keys","babylonAnimation","Animation","setKeys","TransformNodeAnimationPropertyInfo","buildAnimations","target","callback","_babylonTransformNode","nodeAnimationData","translation","ANIMATIONTYPE_VECTOR3","rotation","ANIMATIONTYPE_QUATERNION","Quaternion","weights","_numMorphTargets","targetIndex","map","key","frame","inTangent","undefined","value","outTangent","interpolation","_primitiveBabylonMeshes","babylonMesh","morphTargetManager","morphTarget","getTarget","babylonAnimationClone","clone","animations","push","ANIMATIONTYPE_FLOAT","Array","i","length"],"mappings":"gEAGO,SAASA,EAAWC,EAASC,EAAQC,EAAQC,GAChD,OAAOC,EAAQC,UAAUJ,EAAQC,GAAQI,aAAaH,EAC1D,CAcO,MAAMI,EAET,WAAAC,CAAYC,EAAMC,EAAMC,EAAUC,GAC9BC,KAAKJ,KAAOA,EACZI,KAAKH,KAAOA,EACZG,KAAKF,SAAWA,EAChBE,KAAKD,UAAYA,CACzB,CACI,eAAAE,CAAgBJ,EAAMK,EAAKC,GACvB,MAAMC,EAAmB,IAAIC,EAAUR,EAAMG,KAAKH,KAAMK,EAAKF,KAAKJ,MAElE,OADAQ,EAAiBE,QAAQH,GAClBC,CACf,EAGO,MAAMG,UAA2Cb,EAEpD,eAAAc,CAAgBC,EAAQZ,EAAMK,EAAKC,EAAMO,GACrCA,EAASD,EAAOE,sBAAuBX,KAAKC,gBAAgBJ,EAAMK,EAAKC,GAC/E,EA8BY,MAACS,EAAoB,CAC7BC,YAAa,CAAC,IAAIN,EAAmCF,EAAUS,sBAAuB,WAAY5B,GAAY,IAAM,KACpH6B,SAAU,CAAC,IAAIR,EAAmCF,EAAUW,yBAA0B,sBA/DnF,SAAuB7B,EAASC,EAAQC,EAAQC,GACnD,OAAO2B,EAAWzB,UAAUJ,EAAQC,GAAQI,aAAaH,EAC7D,IA6D+H,IAAM,KACjIA,MAAO,CAAC,IAAIiB,EAAmCF,EAAUS,sBAAuB,UAAW5B,GAAY,IAAM,KAC7GgC,QAAS,CAAC,IA/BP,cAA0CxB,EAC7C,eAAAc,CAAgBC,EAAQZ,EAAMK,EAAKC,EAAMO,GACrC,GAAID,EAAOU,iBACP,IAAK,IAAIC,EAAc,EAAGA,EAAcX,EAAOU,iBAAkBC,IAAe,CAC5E,MAAMhB,EAAmB,IAAIC,EAAU,GAAGR,KAAQuB,IAAepB,KAAKH,KAAMK,EAAKF,KAAKJ,MAQtF,GAPAQ,EAAiBE,QAAQH,EAAKkB,KAAKC,IAAS,CACxCC,MAAOD,EAAIC,MACXC,UAAWF,EAAIE,UAAYF,EAAIE,UAAUJ,QAAeK,EACxDC,MAAOJ,EAAII,MAAMN,GACjBO,WAAYL,EAAIK,WAAaL,EAAIK,WAAWP,QAAeK,EAC3DG,cAAeN,EAAIM,mBAEnBnB,EAAOoB,wBACP,IAAK,MAAMC,KAAerB,EAAOoB,wBAC7B,GAAIC,EAAYC,mBAAoB,CAChC,MAAMC,EAAcF,EAAYC,mBAAmBE,UAAUb,GACvDc,EAAwB9B,EAAiB+B,QAC/CH,EAAYI,WAAWC,KAAKH,GAC5BxB,EAASsB,EAAaE,EAClD,CAGA,CAEA,GAO8C7B,EAAUiC,oBAAqB,aA7DtE,SAAoB7B,EAAQrB,EAAQC,EAAQC,GAC/C,MAAMoC,EAAQ,IAAIa,MAAM9B,EAAOU,kBAC/B,IAAK,IAAIqB,EAAI,EAAGA,EAAId,EAAMe,OAAQD,IAC9Bd,EAAMc,GAAKpD,EAAOC,KAAYC,EAElC,OAAOoC,CACX,IAuDuGjB,GAAWA,EAAOU"}
@@ -0,0 +1,2 @@
1
+ class t{constructor(t,r){this._gltf=t,this._infoTree=r}convert(t){let r,i=this._gltf,o=this._infoTree;if(!t.startsWith("/"))throw new Error("Path must start with a /");const s=t.split("/");s.shift();for(const _ of s){if(o.__array__)o=o.__array__;else if(o=o[_],!o)throw new Error(`Path ${t} is invalid`);if(void 0===i)throw new Error(`Path ${t} is invalid`);i=i[_],o.__target__&&(r=i)}return{object:r,info:o}}}export{t as G};
2
+ //# sourceMappingURL=gltfPathToObjectConverter-Dyt_Y9jE.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gltfPathToObjectConverter-Dyt_Y9jE.esm.min.js","sources":["../../../../../dev/loaders/dist/glTF/2.0/Extensions/gltfPathToObjectConverter.js"],"sourcesContent":["/**\n * A converter that takes a glTF Object Model JSON Pointer\n * and transforms it into an ObjectAccessorContainer, allowing\n * objects referenced in the glTF to be associated with their\n * respective Babylon.js objects.\n */\nexport class GLTFPathToObjectConverter {\n constructor(_gltf, _infoTree) {\n this._gltf = _gltf;\n this._infoTree = _infoTree;\n }\n /**\n * The pointer string is represented by a [JSON pointer](https://datatracker.ietf.org/doc/html/rfc6901).\n * <animationPointer> := /<rootNode>/<assetIndex>/<propertyPath>\n * <rootNode> := \"nodes\" | \"materials\" | \"meshes\" | \"cameras\" | \"extensions\"\n * <assetIndex> := <digit> | <name>\n * <propertyPath> := <extensionPath> | <standardPath>\n * <extensionPath> := \"extensions\"/<name>/<standardPath>\n * <standardPath> := <name> | <name>/<standardPath>\n * <name> := W+\n * <digit> := D+\n *\n * Examples:\n * - \"/nodes/0/rotation\"\n * - \"/materials/2/emissiveFactor\"\n * - \"/materials/2/pbrMetallicRoughness/baseColorFactor\"\n * - \"/materials/2/extensions/KHR_materials_emissive_strength/emissiveStrength\"\n *\n * @param path The path to convert\n * @returns The object and info associated with the path\n */\n convert(path) {\n let objectTree = this._gltf;\n let infoTree = this._infoTree;\n let target = undefined;\n if (!path.startsWith(\"/\")) {\n throw new Error(\"Path must start with a /\");\n }\n const parts = path.split(\"/\");\n parts.shift();\n for (const part of parts) {\n if (infoTree.__array__) {\n infoTree = infoTree.__array__;\n }\n else {\n infoTree = infoTree[part];\n if (!infoTree) {\n throw new Error(`Path ${path} is invalid`);\n }\n }\n if (objectTree === undefined) {\n throw new Error(`Path ${path} is invalid`);\n }\n objectTree = objectTree[part];\n if (infoTree.__target__) {\n target = objectTree;\n }\n }\n return {\n object: target,\n info: infoTree,\n };\n }\n}\n//# sourceMappingURL=gltfPathToObjectConverter.js.map"],"names":["GLTFPathToObjectConverter","constructor","_gltf","_infoTree","this","convert","path","target","objectTree","infoTree","startsWith","Error","parts","split","shift","part","__array__","undefined","__target__","object","info"],"mappings":"AAMO,MAAMA,EACT,WAAAC,CAAYC,EAAOC,GACfC,KAAKF,MAAQA,EACbE,KAAKD,UAAYA,CACzB,CAqBI,OAAAE,CAAQC,GACJ,IAEIC,EAFAC,EAAaJ,KAAKF,MAClBO,EAAWL,KAAKD,UAEpB,IAAKG,EAAKI,WAAW,KACjB,MAAM,IAAIC,MAAM,4BAEpB,MAAMC,EAAQN,EAAKO,MAAM,KACzBD,EAAME,QACN,IAAK,MAAMC,KAAQH,EAAO,CACtB,GAAIH,EAASO,UACTP,EAAWA,EAASO,eAIpB,GADAP,EAAWA,EAASM,IACfN,EACD,MAAM,IAAIE,MAAM,QAAQL,gBAGhC,QAAmBW,IAAfT,EACA,MAAM,IAAIG,MAAM,QAAQL,gBAE5BE,EAAaA,EAAWO,GACpBN,EAASS,aACTX,EAASC,EAEzB,CACQ,MAAO,CACHW,OAAQZ,EACRa,KAAMX,EAElB"}
@@ -0,0 +1,67 @@
1
+ /**
2
+ * A converter that takes a glTF Object Model JSON Pointer
3
+ * and transforms it into an ObjectAccessorContainer, allowing
4
+ * objects referenced in the glTF to be associated with their
5
+ * respective Babylon.js objects.
6
+ */
7
+ class GLTFPathToObjectConverter {
8
+ constructor(_gltf, _infoTree) {
9
+ this._gltf = _gltf;
10
+ this._infoTree = _infoTree;
11
+ }
12
+ /**
13
+ * The pointer string is represented by a [JSON pointer](https://datatracker.ietf.org/doc/html/rfc6901).
14
+ * <animationPointer> := /<rootNode>/<assetIndex>/<propertyPath>
15
+ * <rootNode> := "nodes" | "materials" | "meshes" | "cameras" | "extensions"
16
+ * <assetIndex> := <digit> | <name>
17
+ * <propertyPath> := <extensionPath> | <standardPath>
18
+ * <extensionPath> := "extensions"/<name>/<standardPath>
19
+ * <standardPath> := <name> | <name>/<standardPath>
20
+ * <name> := W+
21
+ * <digit> := D+
22
+ *
23
+ * Examples:
24
+ * - "/nodes/0/rotation"
25
+ * - "/materials/2/emissiveFactor"
26
+ * - "/materials/2/pbrMetallicRoughness/baseColorFactor"
27
+ * - "/materials/2/extensions/KHR_materials_emissive_strength/emissiveStrength"
28
+ *
29
+ * @param path The path to convert
30
+ * @returns The object and info associated with the path
31
+ */
32
+ convert(path) {
33
+ let objectTree = this._gltf;
34
+ let infoTree = this._infoTree;
35
+ let target = undefined;
36
+ if (!path.startsWith("/")) {
37
+ throw new Error("Path must start with a /");
38
+ }
39
+ const parts = path.split("/");
40
+ parts.shift();
41
+ for (const part of parts) {
42
+ if (infoTree.__array__) {
43
+ infoTree = infoTree.__array__;
44
+ }
45
+ else {
46
+ infoTree = infoTree[part];
47
+ if (!infoTree) {
48
+ throw new Error(`Path ${path} is invalid`);
49
+ }
50
+ }
51
+ if (objectTree === undefined) {
52
+ throw new Error(`Path ${path} is invalid`);
53
+ }
54
+ objectTree = objectTree[part];
55
+ if (infoTree.__target__) {
56
+ target = objectTree;
57
+ }
58
+ }
59
+ return {
60
+ object: target,
61
+ info: infoTree,
62
+ };
63
+ }
64
+ }
65
+
66
+ export { GLTFPathToObjectConverter as G };
67
+ //# sourceMappingURL=gltfPathToObjectConverter-GcUmfOyo.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gltfPathToObjectConverter-GcUmfOyo.esm.js","sources":["../../../../../dev/loaders/dist/glTF/2.0/Extensions/gltfPathToObjectConverter.js"],"sourcesContent":["/**\n * A converter that takes a glTF Object Model JSON Pointer\n * and transforms it into an ObjectAccessorContainer, allowing\n * objects referenced in the glTF to be associated with their\n * respective Babylon.js objects.\n */\nexport class GLTFPathToObjectConverter {\n constructor(_gltf, _infoTree) {\n this._gltf = _gltf;\n this._infoTree = _infoTree;\n }\n /**\n * The pointer string is represented by a [JSON pointer](https://datatracker.ietf.org/doc/html/rfc6901).\n * <animationPointer> := /<rootNode>/<assetIndex>/<propertyPath>\n * <rootNode> := \"nodes\" | \"materials\" | \"meshes\" | \"cameras\" | \"extensions\"\n * <assetIndex> := <digit> | <name>\n * <propertyPath> := <extensionPath> | <standardPath>\n * <extensionPath> := \"extensions\"/<name>/<standardPath>\n * <standardPath> := <name> | <name>/<standardPath>\n * <name> := W+\n * <digit> := D+\n *\n * Examples:\n * - \"/nodes/0/rotation\"\n * - \"/materials/2/emissiveFactor\"\n * - \"/materials/2/pbrMetallicRoughness/baseColorFactor\"\n * - \"/materials/2/extensions/KHR_materials_emissive_strength/emissiveStrength\"\n *\n * @param path The path to convert\n * @returns The object and info associated with the path\n */\n convert(path) {\n let objectTree = this._gltf;\n let infoTree = this._infoTree;\n let target = undefined;\n if (!path.startsWith(\"/\")) {\n throw new Error(\"Path must start with a /\");\n }\n const parts = path.split(\"/\");\n parts.shift();\n for (const part of parts) {\n if (infoTree.__array__) {\n infoTree = infoTree.__array__;\n }\n else {\n infoTree = infoTree[part];\n if (!infoTree) {\n throw new Error(`Path ${path} is invalid`);\n }\n }\n if (objectTree === undefined) {\n throw new Error(`Path ${path} is invalid`);\n }\n objectTree = objectTree[part];\n if (infoTree.__target__) {\n target = objectTree;\n }\n }\n return {\n object: target,\n info: infoTree,\n };\n }\n}\n//# sourceMappingURL=gltfPathToObjectConverter.js.map"],"names":[],"mappings":"AAAA;AACA;AACA;AACA;AACA;AACA;AACO,MAAM,yBAAyB,CAAC;AACvC,IAAI,WAAW,CAAC,KAAK,EAAE,SAAS,EAAE;AAClC,QAAQ,IAAI,CAAC,KAAK,GAAG,KAAK;AAC1B,QAAQ,IAAI,CAAC,SAAS,GAAG,SAAS;AAClC;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,IAAI,OAAO,CAAC,IAAI,EAAE;AAClB,QAAQ,IAAI,UAAU,GAAG,IAAI,CAAC,KAAK;AACnC,QAAQ,IAAI,QAAQ,GAAG,IAAI,CAAC,SAAS;AACrC,QAAQ,IAAI,MAAM,GAAG,SAAS;AAC9B,QAAQ,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE;AACnC,YAAY,MAAM,IAAI,KAAK,CAAC,0BAA0B,CAAC;AACvD;AACA,QAAQ,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC;AACrC,QAAQ,KAAK,CAAC,KAAK,EAAE;AACrB,QAAQ,KAAK,MAAM,IAAI,IAAI,KAAK,EAAE;AAClC,YAAY,IAAI,QAAQ,CAAC,SAAS,EAAE;AACpC,gBAAgB,QAAQ,GAAG,QAAQ,CAAC,SAAS;AAC7C;AACA,iBAAiB;AACjB,gBAAgB,QAAQ,GAAG,QAAQ,CAAC,IAAI,CAAC;AACzC,gBAAgB,IAAI,CAAC,QAAQ,EAAE;AAC/B,oBAAoB,MAAM,IAAI,KAAK,CAAC,CAAC,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;AAC9D;AACA;AACA,YAAY,IAAI,UAAU,KAAK,SAAS,EAAE;AAC1C,gBAAgB,MAAM,IAAI,KAAK,CAAC,CAAC,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;AAC1D;AACA,YAAY,UAAU,GAAG,UAAU,CAAC,IAAI,CAAC;AACzC,YAAY,IAAI,QAAQ,CAAC,UAAU,EAAE;AACrC,gBAAgB,MAAM,GAAG,UAAU;AACnC;AACA;AACA,QAAQ,OAAO;AACf,YAAY,MAAM,EAAE,MAAM;AAC1B,YAAY,IAAI,EAAE,QAAQ;AAC1B,SAAS;AACT;AACA;;;;"}
@@ -0,0 +1,34 @@
1
+ import { i as ShaderStore } from './index-CtkZLm9J.esm.js';
2
+ import './meshUboDeclaration-DIi9ZPDc.esm.js';
3
+
4
+ // Do not edit.
5
+ const name$1 = "pbrUboDeclaration";
6
+ const shader$1 = `uniform vAlbedoInfos: vec2f;uniform vAmbientInfos: vec4f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vReflectivityInfos: vec3f;uniform vMicroSurfaceSamplerInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vBumpInfos: vec3f;uniform albedoMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform reflectivityMatrix: mat4x4f;uniform microSurfaceSamplerMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionColor: vec3f;uniform vAlbedoColor: vec4f;uniform vLightingIntensity: vec4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform pointSize: f32;uniform vReflectivityColor: vec4f;uniform vEmissiveColor: vec3f;uniform vAmbientColor: vec3f;uniform vDebugMode: vec2f;uniform vMetallicReflectanceFactors: vec4f;uniform vMetallicReflectanceInfos: vec2f;uniform metallicReflectanceMatrix: mat4x4f;uniform vReflectanceInfos: vec2f;uniform reflectanceMatrix: mat4x4f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;
7
+ #define ADDITIONAL_UBO_DECLARATION
8
+ #include<sceneUboDeclaration>
9
+ #include<meshUboDeclaration>
10
+ `;
11
+ // Sideeffect
12
+ ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1;
13
+
14
+ // Do not edit.
15
+ const name = "harmonicsFunctions";
16
+ const shader = `#ifdef USESPHERICALFROMREFLECTIONMAP
17
+ #ifdef SPHERICAL_HARMONICS
18
+ fn computeEnvironmentIrradiance(normal: vec3f)->vec3f {return uniforms.vSphericalL00
19
+ + uniforms.vSphericalL1_1*(normal.y)
20
+ + uniforms.vSphericalL10*(normal.z)
21
+ + uniforms.vSphericalL11*(normal.x)
22
+ + uniforms.vSphericalL2_2*(normal.y*normal.x)
23
+ + uniforms.vSphericalL2_1*(normal.y*normal.z)
24
+ + uniforms.vSphericalL20*((3.0*normal.z*normal.z)-1.0)
25
+ + uniforms.vSphericalL21*(normal.z*normal.x)
26
+ + uniforms.vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}
27
+ #else
28
+ fn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var Ny: f32=normal.y;var Nz: f32=normal.z;var C1: vec3f=uniforms.vSphericalZZ.rgb;var Cx: vec3f=uniforms.vSphericalX.rgb;var Cy: vec3f=uniforms.vSphericalY.rgb;var Cz: vec3f=uniforms.vSphericalZ.rgb;var Cxx_zz: vec3f=uniforms.vSphericalXX_ZZ.rgb;var Cyy_zz: vec3f=uniforms.vSphericalYY_ZZ.rgb;var Cxy: vec3f=uniforms.vSphericalXY.rgb;var Cyz: vec3f=uniforms.vSphericalYZ.rgb;var Czx: vec3f=uniforms.vSphericalZX.rgb;var a1: vec3f=Cyy_zz*Ny+Cy;var a2: vec3f=Cyz*Nz+a1;var b1: vec3f=Czx*Nz+Cx;var b2: vec3f=Cxy*Ny+b1;var b3: vec3f=Cxx_zz*Nx+b2;var t1: vec3f=Cz *Nz+C1;var t2: vec3f=a2 *Ny+t1;var t3: vec3f=b3 *Nx+t2;return t3;}
29
+ #endif
30
+ #endif
31
+ `;
32
+ // Sideeffect
33
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
34
+ //# sourceMappingURL=harmonicsFunctions-B5QCEZvF.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"harmonicsFunctions-B5QCEZvF.esm.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/harmonicsFunctions.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\nconst name = \"pbrUboDeclaration\";\nconst shader = `uniform vAlbedoInfos: vec2f;uniform vAmbientInfos: vec4f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vReflectivityInfos: vec3f;uniform vMicroSurfaceSamplerInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vBumpInfos: vec3f;uniform albedoMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform reflectivityMatrix: mat4x4f;uniform microSurfaceSamplerMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionColor: vec3f;uniform vAlbedoColor: vec4f;uniform vLightingIntensity: vec4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform pointSize: f32;uniform vReflectivityColor: vec4f;uniform vEmissiveColor: vec3f;uniform vAmbientColor: vec3f;uniform vDebugMode: vec2f;uniform vMetallicReflectanceFactors: vec4f;uniform vMetallicReflectanceInfos: vec2f;uniform metallicReflectanceMatrix: mat4x4f;uniform vReflectanceInfos: vec2f;uniform reflectanceMatrix: mat4x4f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrUboDeclarationWGSL = { name, shader };\n//# sourceMappingURL=pbrUboDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"harmonicsFunctions\";\nconst shader = `#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {return uniforms.vSphericalL00\n+ uniforms.vSphericalL1_1*(normal.y)\n+ uniforms.vSphericalL10*(normal.z)\n+ uniforms.vSphericalL11*(normal.x)\n+ uniforms.vSphericalL2_2*(normal.y*normal.x)\n+ uniforms.vSphericalL2_1*(normal.y*normal.z)\n+ uniforms.vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ uniforms.vSphericalL21*(normal.z*normal.x)\n+ uniforms.vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var Ny: f32=normal.y;var Nz: f32=normal.z;var C1: vec3f=uniforms.vSphericalZZ.rgb;var Cx: vec3f=uniforms.vSphericalX.rgb;var Cy: vec3f=uniforms.vSphericalY.rgb;var Cz: vec3f=uniforms.vSphericalZ.rgb;var Cxx_zz: vec3f=uniforms.vSphericalXX_ZZ.rgb;var Cyy_zz: vec3f=uniforms.vSphericalYY_ZZ.rgb;var Cxy: vec3f=uniforms.vSphericalXY.rgb;var Cyz: vec3f=uniforms.vSphericalYZ.rgb;var Czx: vec3f=uniforms.vSphericalZX.rgb;var a1: vec3f=Cyy_zz*Ny+Cy;var a2: vec3f=Cyz*Nz+a1;var b1: vec3f=Czx*Nz+Cx;var b2: vec3f=Cxy*Ny+b1;var b3: vec3f=Cxx_zz*Nx+b2;var t1: vec3f=Cz *Nz+C1;var t2: vec3f=a2 *Ny+t1;var t3: vec3f=b3 *Nx+t2;return t3;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const harmonicsFunctionsWGSL = { name, shader };\n//# sourceMappingURL=harmonicsFunctions.js.map"],"names":["name","shader"],"mappings":";;;AAAA;AAIA,MAAMA,MAAI,GAAG,mBAAmB;AAChC,MAAMC,QAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA,CAAC;AACD;AACA,WAAW,CAAC,wBAAwB,CAACD,MAAI,CAAC,GAAGC,QAAM;;ACXnD;AAEA,MAAM,IAAI,GAAG,oBAAoB;AACjC,MAAM,MAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;AACD;AACA,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM"}
@@ -0,0 +1,2 @@
1
+ import{i as r}from"./index-BHIM4QBr.esm.min.js";import"./meshUboDeclaration--wzKOTOT.esm.min.js";r.IncludesShadersStoreWGSL.pbrUboDeclaration="uniform vAlbedoInfos: vec2f;uniform vAmbientInfos: vec4f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vReflectivityInfos: vec3f;uniform vMicroSurfaceSamplerInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vBumpInfos: vec3f;uniform albedoMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform reflectivityMatrix: mat4x4f;uniform microSurfaceSamplerMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionColor: vec3f;uniform vAlbedoColor: vec4f;uniform vLightingIntensity: vec4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform pointSize: f32;uniform vReflectivityColor: vec4f;uniform vEmissiveColor: vec3f;uniform vAmbientColor: vec3f;uniform vDebugMode: vec2f;uniform vMetallicReflectanceFactors: vec4f;uniform vMetallicReflectanceInfos: vec2f;uniform metallicReflectanceMatrix: mat4x4f;uniform vReflectanceInfos: vec2f;uniform reflectanceMatrix: mat4x4f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";r.IncludesShadersStoreWGSL.harmonicsFunctions="#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {return uniforms.vSphericalL00\n+ uniforms.vSphericalL1_1*(normal.y)\n+ uniforms.vSphericalL10*(normal.z)\n+ uniforms.vSphericalL11*(normal.x)\n+ uniforms.vSphericalL2_2*(normal.y*normal.x)\n+ uniforms.vSphericalL2_1*(normal.y*normal.z)\n+ uniforms.vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ uniforms.vSphericalL21*(normal.z*normal.x)\n+ uniforms.vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var Ny: f32=normal.y;var Nz: f32=normal.z;var C1: vec3f=uniforms.vSphericalZZ.rgb;var Cx: vec3f=uniforms.vSphericalX.rgb;var Cy: vec3f=uniforms.vSphericalY.rgb;var Cz: vec3f=uniforms.vSphericalZ.rgb;var Cxx_zz: vec3f=uniforms.vSphericalXX_ZZ.rgb;var Cyy_zz: vec3f=uniforms.vSphericalYY_ZZ.rgb;var Cxy: vec3f=uniforms.vSphericalXY.rgb;var Cyz: vec3f=uniforms.vSphericalYZ.rgb;var Czx: vec3f=uniforms.vSphericalZX.rgb;var a1: vec3f=Cyy_zz*Ny+Cy;var a2: vec3f=Cyz*Nz+a1;var b1: vec3f=Czx*Nz+Cx;var b2: vec3f=Cxy*Ny+b1;var b3: vec3f=Cxx_zz*Nx+b2;var t1: vec3f=Cz *Nz+C1;var t2: vec3f=a2 *Ny+t1;var t3: vec3f=b3 *Nx+t2;return t3;}\n#endif\n#endif\n";
2
+ //# sourceMappingURL=harmonicsFunctions-BxLCgoIQ.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"harmonicsFunctions-BxLCgoIQ.esm.min.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/harmonicsFunctions.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\nconst name = \"pbrUboDeclaration\";\nconst shader = `uniform vAlbedoInfos: vec2f;uniform vAmbientInfos: vec4f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vReflectivityInfos: vec3f;uniform vMicroSurfaceSamplerInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vBumpInfos: vec3f;uniform albedoMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform reflectivityMatrix: mat4x4f;uniform microSurfaceSamplerMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionColor: vec3f;uniform vAlbedoColor: vec4f;uniform vLightingIntensity: vec4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform pointSize: f32;uniform vReflectivityColor: vec4f;uniform vEmissiveColor: vec3f;uniform vAmbientColor: vec3f;uniform vDebugMode: vec2f;uniform vMetallicReflectanceFactors: vec4f;uniform vMetallicReflectanceInfos: vec2f;uniform metallicReflectanceMatrix: mat4x4f;uniform vReflectanceInfos: vec2f;uniform reflectanceMatrix: mat4x4f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrUboDeclarationWGSL = { name, shader };\n//# sourceMappingURL=pbrUboDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"harmonicsFunctions\";\nconst shader = `#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {return uniforms.vSphericalL00\n+ uniforms.vSphericalL1_1*(normal.y)\n+ uniforms.vSphericalL10*(normal.z)\n+ uniforms.vSphericalL11*(normal.x)\n+ uniforms.vSphericalL2_2*(normal.y*normal.x)\n+ uniforms.vSphericalL2_1*(normal.y*normal.z)\n+ uniforms.vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ uniforms.vSphericalL21*(normal.z*normal.x)\n+ uniforms.vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var Ny: f32=normal.y;var Nz: f32=normal.z;var C1: vec3f=uniforms.vSphericalZZ.rgb;var Cx: vec3f=uniforms.vSphericalX.rgb;var Cy: vec3f=uniforms.vSphericalY.rgb;var Cz: vec3f=uniforms.vSphericalZ.rgb;var Cxx_zz: vec3f=uniforms.vSphericalXX_ZZ.rgb;var Cyy_zz: vec3f=uniforms.vSphericalYY_ZZ.rgb;var Cxy: vec3f=uniforms.vSphericalXY.rgb;var Cyz: vec3f=uniforms.vSphericalYZ.rgb;var Czx: vec3f=uniforms.vSphericalZX.rgb;var a1: vec3f=Cyy_zz*Ny+Cy;var a2: vec3f=Cyz*Nz+a1;var b1: vec3f=Czx*Nz+Cx;var b2: vec3f=Cxy*Ny+b1;var b3: vec3f=Cxx_zz*Nx+b2;var t1: vec3f=Cz *Nz+C1;var t2: vec3f=a2 *Ny+t1;var t3: vec3f=b3 *Nx+t2;return t3;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const harmonicsFunctionsWGSL = { name, shader };\n//# sourceMappingURL=harmonicsFunctions.js.map"],"names":["ShaderStore","IncludesShadersStoreWGSL"],"mappings":"iGAWAA,EAAYC,yBAA6B,kBAN1B,qxDCefD,EAAYC,yBAA6B,mBAjB1B"}
@@ -0,0 +1,2 @@
1
+ import{i as e}from"./index-BHIM4QBr.esm.min.js";import"./logDepthDeclaration-DJpvEdPG.esm.min.js";e.IncludesShadersStore.pbrUboDeclaration="layout(std140,column_major) uniform;uniform Material {vec2 vAlbedoInfos;vec4 vAmbientInfos;vec2 vOpacityInfos;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec3 vReflectivityInfos;vec2 vMicroSurfaceSamplerInfos;vec2 vReflectionInfos;vec2 vReflectionFilteringInfo;vec3 vReflectionPosition;vec3 vReflectionSize;vec3 vBumpInfos;mat4 albedoMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 reflectivityMatrix;mat4 microSurfaceSamplerMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;mat4 reflectionMatrix;vec3 vReflectionColor;vec4 vAlbedoColor;vec4 vLightingIntensity;vec3 vReflectionMicrosurfaceInfos;float pointSize;vec4 vReflectivityColor;vec3 vEmissiveColor;vec3 vAmbientColor;vec2 vDebugMode;vec4 vMetallicReflectanceFactors;vec2 vMetallicReflectanceInfos;mat4 metallicReflectanceMatrix;vec2 vReflectanceInfos;mat4 reflectanceMatrix;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";e.IncludesShadersStore.harmonicsFunctions="#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nvec3 computeEnvironmentIrradiance(vec3 normal) {return vSphericalL00\n+ vSphericalL1_1*(normal.y)\n+ vSphericalL10*(normal.z)\n+ vSphericalL11*(normal.x)\n+ vSphericalL2_2*(normal.y*normal.x)\n+ vSphericalL2_1*(normal.y*normal.z)\n+ vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ vSphericalL21*(normal.z*normal.x)\n+ vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nvec3 computeEnvironmentIrradiance(vec3 normal) {float Nx=normal.x;float Ny=normal.y;float Nz=normal.z;vec3 C1=vSphericalZZ.rgb;vec3 Cx=vSphericalX.rgb;vec3 Cy=vSphericalY.rgb;vec3 Cz=vSphericalZ.rgb;vec3 Cxx_zz=vSphericalXX_ZZ.rgb;vec3 Cyy_zz=vSphericalYY_ZZ.rgb;vec3 Cxy=vSphericalXY.rgb;vec3 Cyz=vSphericalYZ.rgb;vec3 Czx=vSphericalZX.rgb;vec3 a1=Cyy_zz*Ny+Cy;vec3 a2=Cyz*Nz+a1;vec3 b1=Czx*Nz+Cx;vec3 b2=Cxy*Ny+b1;vec3 b3=Cxx_zz*Nx+b2;vec3 t1=Cz *Nz+C1;vec3 t2=a2 *Ny+t1;vec3 t3=b3 *Nx+t2;return t3;}\n#endif\n#endif\n";
2
+ //# sourceMappingURL=harmonicsFunctions-Daxnf8NE.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"harmonicsFunctions-Daxnf8NE.esm.min.js","sources":["../../../../../dev/core/dist/Shaders/ShadersInclude/pbrUboDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/harmonicsFunctions.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\nconst name = \"pbrUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material {vec2 vAlbedoInfos;vec4 vAmbientInfos;vec2 vOpacityInfos;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec3 vReflectivityInfos;vec2 vMicroSurfaceSamplerInfos;vec2 vReflectionInfos;vec2 vReflectionFilteringInfo;vec3 vReflectionPosition;vec3 vReflectionSize;vec3 vBumpInfos;mat4 albedoMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 reflectivityMatrix;mat4 microSurfaceSamplerMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;mat4 reflectionMatrix;vec3 vReflectionColor;vec4 vAlbedoColor;vec4 vLightingIntensity;vec3 vReflectionMicrosurfaceInfos;float pointSize;vec4 vReflectivityColor;vec3 vEmissiveColor;vec3 vAmbientColor;vec2 vDebugMode;vec4 vMetallicReflectanceFactors;vec2 vMetallicReflectanceInfos;mat4 metallicReflectanceMatrix;vec2 vReflectanceInfos;mat4 reflectanceMatrix;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrUboDeclaration = { name, shader };\n//# sourceMappingURL=pbrUboDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"harmonicsFunctions\";\nconst shader = `#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nvec3 computeEnvironmentIrradiance(vec3 normal) {return vSphericalL00\n+ vSphericalL1_1*(normal.y)\n+ vSphericalL10*(normal.z)\n+ vSphericalL11*(normal.x)\n+ vSphericalL2_2*(normal.y*normal.x)\n+ vSphericalL2_1*(normal.y*normal.z)\n+ vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ vSphericalL21*(normal.z*normal.x)\n+ vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nvec3 computeEnvironmentIrradiance(vec3 normal) {float Nx=normal.x;float Ny=normal.y;float Nz=normal.z;vec3 C1=vSphericalZZ.rgb;vec3 Cx=vSphericalX.rgb;vec3 Cy=vSphericalY.rgb;vec3 Cz=vSphericalZ.rgb;vec3 Cxx_zz=vSphericalXX_ZZ.rgb;vec3 Cyy_zz=vSphericalYY_ZZ.rgb;vec3 Cxy=vSphericalXY.rgb;vec3 Cyz=vSphericalYZ.rgb;vec3 Czx=vSphericalZX.rgb;vec3 a1=Cyy_zz*Ny+Cy;vec3 a2=Cyz*Nz+a1;vec3 b1=Czx*Nz+Cx;vec3 b2=Cxy*Ny+b1;vec3 b3=Cxx_zz*Nx+b2;vec3 t1=Cz *Nz+C1;vec3 t2=a2 *Ny+t1;vec3 t3=b3 *Nx+t2;return t3;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const harmonicsFunctions = { name, shader };\n//# sourceMappingURL=harmonicsFunctions.js.map"],"names":["ShaderStore","IncludesShadersStore"],"mappings":"kGAYAA,EAAYC,qBAAyB,kBAPtB,gyCCefD,EAAYC,qBAAyB,mBAjBtB"}
@@ -0,0 +1,35 @@
1
+ import { i as ShaderStore } from './index-CtkZLm9J.esm.js';
2
+ import './logDepthDeclaration-BiUSPlzz.esm.js';
3
+
4
+ // Do not edit.
5
+ const name$1 = "pbrUboDeclaration";
6
+ const shader$1 = `layout(std140,column_major) uniform;uniform Material {vec2 vAlbedoInfos;vec4 vAmbientInfos;vec2 vOpacityInfos;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec3 vReflectivityInfos;vec2 vMicroSurfaceSamplerInfos;vec2 vReflectionInfos;vec2 vReflectionFilteringInfo;vec3 vReflectionPosition;vec3 vReflectionSize;vec3 vBumpInfos;mat4 albedoMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 reflectivityMatrix;mat4 microSurfaceSamplerMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;mat4 reflectionMatrix;vec3 vReflectionColor;vec4 vAlbedoColor;vec4 vLightingIntensity;vec3 vReflectionMicrosurfaceInfos;float pointSize;vec4 vReflectivityColor;vec3 vEmissiveColor;vec3 vAmbientColor;vec2 vDebugMode;vec4 vMetallicReflectanceFactors;vec2 vMetallicReflectanceInfos;mat4 metallicReflectanceMatrix;vec2 vReflectanceInfos;mat4 reflectanceMatrix;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;
7
+ #define ADDITIONAL_UBO_DECLARATION
8
+ };
9
+ #include<sceneUboDeclaration>
10
+ #include<meshUboDeclaration>
11
+ `;
12
+ // Sideeffect
13
+ ShaderStore.IncludesShadersStore[name$1] = shader$1;
14
+
15
+ // Do not edit.
16
+ const name = "harmonicsFunctions";
17
+ const shader = `#ifdef USESPHERICALFROMREFLECTIONMAP
18
+ #ifdef SPHERICAL_HARMONICS
19
+ vec3 computeEnvironmentIrradiance(vec3 normal) {return vSphericalL00
20
+ + vSphericalL1_1*(normal.y)
21
+ + vSphericalL10*(normal.z)
22
+ + vSphericalL11*(normal.x)
23
+ + vSphericalL2_2*(normal.y*normal.x)
24
+ + vSphericalL2_1*(normal.y*normal.z)
25
+ + vSphericalL20*((3.0*normal.z*normal.z)-1.0)
26
+ + vSphericalL21*(normal.z*normal.x)
27
+ + vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}
28
+ #else
29
+ vec3 computeEnvironmentIrradiance(vec3 normal) {float Nx=normal.x;float Ny=normal.y;float Nz=normal.z;vec3 C1=vSphericalZZ.rgb;vec3 Cx=vSphericalX.rgb;vec3 Cy=vSphericalY.rgb;vec3 Cz=vSphericalZ.rgb;vec3 Cxx_zz=vSphericalXX_ZZ.rgb;vec3 Cyy_zz=vSphericalYY_ZZ.rgb;vec3 Cxy=vSphericalXY.rgb;vec3 Cyz=vSphericalYZ.rgb;vec3 Czx=vSphericalZX.rgb;vec3 a1=Cyy_zz*Ny+Cy;vec3 a2=Cyz*Nz+a1;vec3 b1=Czx*Nz+Cx;vec3 b2=Cxy*Ny+b1;vec3 b3=Cxx_zz*Nx+b2;vec3 t1=Cz *Nz+C1;vec3 t2=a2 *Ny+t1;vec3 t3=b3 *Nx+t2;return t3;}
30
+ #endif
31
+ #endif
32
+ `;
33
+ // Sideeffect
34
+ ShaderStore.IncludesShadersStore[name] = shader;
35
+ //# sourceMappingURL=harmonicsFunctions-UzG0C-sm.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"harmonicsFunctions-UzG0C-sm.esm.js","sources":["../../../../../dev/core/dist/Shaders/ShadersInclude/pbrUboDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/harmonicsFunctions.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\nconst name = \"pbrUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material {vec2 vAlbedoInfos;vec4 vAmbientInfos;vec2 vOpacityInfos;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec3 vReflectivityInfos;vec2 vMicroSurfaceSamplerInfos;vec2 vReflectionInfos;vec2 vReflectionFilteringInfo;vec3 vReflectionPosition;vec3 vReflectionSize;vec3 vBumpInfos;mat4 albedoMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 reflectivityMatrix;mat4 microSurfaceSamplerMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;mat4 reflectionMatrix;vec3 vReflectionColor;vec4 vAlbedoColor;vec4 vLightingIntensity;vec3 vReflectionMicrosurfaceInfos;float pointSize;vec4 vReflectivityColor;vec3 vEmissiveColor;vec3 vAmbientColor;vec2 vDebugMode;vec4 vMetallicReflectanceFactors;vec2 vMetallicReflectanceInfos;mat4 metallicReflectanceMatrix;vec2 vReflectanceInfos;mat4 reflectanceMatrix;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrUboDeclaration = { name, shader };\n//# sourceMappingURL=pbrUboDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"harmonicsFunctions\";\nconst shader = `#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nvec3 computeEnvironmentIrradiance(vec3 normal) {return vSphericalL00\n+ vSphericalL1_1*(normal.y)\n+ vSphericalL10*(normal.z)\n+ vSphericalL11*(normal.x)\n+ vSphericalL2_2*(normal.y*normal.x)\n+ vSphericalL2_1*(normal.y*normal.z)\n+ vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ vSphericalL21*(normal.z*normal.x)\n+ vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nvec3 computeEnvironmentIrradiance(vec3 normal) {float Nx=normal.x;float Ny=normal.y;float Nz=normal.z;vec3 C1=vSphericalZZ.rgb;vec3 Cx=vSphericalX.rgb;vec3 Cy=vSphericalY.rgb;vec3 Cz=vSphericalZ.rgb;vec3 Cxx_zz=vSphericalXX_ZZ.rgb;vec3 Cyy_zz=vSphericalYY_ZZ.rgb;vec3 Cxy=vSphericalXY.rgb;vec3 Cyz=vSphericalYZ.rgb;vec3 Czx=vSphericalZX.rgb;vec3 a1=Cyy_zz*Ny+Cy;vec3 a2=Cyz*Nz+a1;vec3 b1=Czx*Nz+Cx;vec3 b2=Cxy*Ny+b1;vec3 b3=Cxx_zz*Nx+b2;vec3 t1=Cz *Nz+C1;vec3 t2=a2 *Ny+t1;vec3 t3=b3 *Nx+t2;return t3;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const harmonicsFunctions = { name, shader };\n//# sourceMappingURL=harmonicsFunctions.js.map"],"names":["name","shader"],"mappings":";;;AAAA;AAIA,MAAMA,MAAI,GAAG,mBAAmB;AAChC,MAAMC,QAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA,CAAC;AACD;AACA,WAAW,CAAC,oBAAoB,CAACD,MAAI,CAAC,GAAGC,QAAM;;ACZ/C;AAEA,MAAM,IAAI,GAAG,oBAAoB;AACjC,MAAM,MAAM,GAAG,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;AACD;AACA,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM"}
@@ -0,0 +1,2 @@
1
+ import{C as t}from"./index-BHIM4QBr.esm.min.js";function e(t,e,r,n,o,a){o>0?(o=function(t,e){return e>1023?t*Math.pow(2,1023)*Math.pow(2,e-1023):e<-1074?t*Math.pow(2,-1074)*Math.pow(2,e+1074):t*Math.pow(2,e)}(1,o-136),t[a+0]=e*o,t[a+1]=r*o,t[a+2]=n*o):(t[a+0]=0,t[a+1]=0,t[a+2]=0)}function r(t,e){let r="",n="";for(let o=e;o<t.length-e&&(n=String.fromCharCode(t[o]),"\n"!=n);o++)r+=n;return r}function n(t,r){return function(t,r){let n=r.height;const a=r.width;let i,h,f,d,w,s=r.dataPosition,u=0,l=0,c=0;const g=new ArrayBuffer(4*a),p=new Uint8Array(g),m=new ArrayBuffer(r.width*r.height*4*3),A=new Float32Array(m);for(;n>0;){if(i=t[s++],h=t[s++],f=t[s++],d=t[s++],2!=i||2!=h||128&f||r.width<8||r.width>32767)return o(t,r);if((f<<8|d)!=a)throw"HDR Bad header format, wrong scan line width";for(u=0,c=0;c<4;c++)for(l=(c+1)*a;u<l;)if(i=t[s++],h=t[s++],i>128){if(w=i-128,0==w||w>l-u)throw"HDR Bad Format, bad scanline data (run)";for(;w-- >0;)p[u++]=h}else{if(w=i,0==w||w>l-u)throw"HDR Bad Format, bad scanline data (non-run)";if(p[u++]=h,--w>0)for(let e=0;e<w;e++)p[u++]=t[s++]}for(c=0;c<a;c++)i=p[c],h=p[c+a],f=p[c+2*a],d=p[c+3*a],e(A,i,h,f,d,(r.height-n)*a*3+3*c);n--}return A}(t,r)}function o(t,r){let n=r.height;const o=r.width;let a,i,h,f,d,w=r.dataPosition;const s=new ArrayBuffer(r.width*r.height*4*3),u=new Float32Array(s);for(;n>0;){for(d=0;d<r.width;d++)a=t[w++],i=t[w++],h=t[w++],f=t[w++],e(u,a,i,h,f,(r.height-n)*o*3+3*d);n--}return u}class a{constructor(){this.supportCascades=!1}loadCubeData(){throw".hdr not supported in Cube."}loadData(e,o,a){const i=new Uint8Array(e.buffer,e.byteOffset,e.byteLength),h=function(t){let e=0,n=0,o=r(t,0);if("#"!=o[0]||"?"!=o[1])throw"Bad HDR Format.";let a=!1,i=!1,h=0;do{h+=o.length+1,o=r(t,h),"FORMAT=32-bit_rle_rgbe"==o?i=!0:0==o.length&&(a=!0)}while(!a);if(!i)throw"HDR Bad header format, unsupported FORMAT";h+=o.length+1,o=r(t,h);const f=/^-Y (.*) \+X (.*)$/g.exec(o);if(!f||f.length<3)throw"HDR Bad header format, no size";if(n=parseInt(f[2]),e=parseInt(f[1]),n<8||n>32767)throw"HDR Bad header format, unsupported size";return h+=o.length+1,{height:e,width:n,dataPosition:h}}(i),f=n(i,h),d=h.width*h.height,w=new Float32Array(4*d);for(let t=0;t<d;t+=1)w[4*t]=f[3*t],w[4*t+1]=f[3*t+1],w[4*t+2]=f[3*t+2],w[4*t+3]=1;a(h.width,h.height,o.generateMipMaps,!1,(()=>{const e=o.getEngine();o.type=t.TEXTURETYPE_FLOAT,o.format=t.TEXTUREFORMAT_RGBA,o._gammaSpace=!1,e._uploadDataToTextureDirectly(o,w)}))}}export{a as _HDRTextureLoader};
2
+ //# sourceMappingURL=hdrTextureLoader-BpVjKGyb.esm.min.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"hdrTextureLoader-BpVjKGyb.esm.min.js","sources":["../../../../../dev/core/dist/Misc/HighDynamicRange/hdr.js","../../../../../dev/core/dist/Materials/Textures/Loaders/hdrTextureLoader.js"],"sourcesContent":["import { PanoramaToCubeMapTools } from \"./panoramaToCubemap\";\n/* This groups tools to convert HDR texture to native colors array. */\nfunction ldexp(mantissa, exponent) {\n if (exponent > 1023) {\n return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);\n }\n if (exponent < -1074) {\n return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);\n }\n return mantissa * Math.pow(2, exponent);\n}\nfunction rgbe2float(float32array, red, green, blue, exponent, index) {\n if (exponent > 0) {\n /*nonzero pixel*/\n exponent = ldexp(1.0, exponent - (128 + 8));\n float32array[index + 0] = red * exponent;\n float32array[index + 1] = green * exponent;\n float32array[index + 2] = blue * exponent;\n }\n else {\n float32array[index + 0] = 0;\n float32array[index + 1] = 0;\n float32array[index + 2] = 0;\n }\n}\nfunction readStringLine(uint8array, startIndex) {\n let line = \"\";\n let character = \"\";\n for (let i = startIndex; i < uint8array.length - startIndex; i++) {\n character = String.fromCharCode(uint8array[i]);\n if (character == \"\\n\") {\n break;\n }\n line += character;\n }\n return line;\n}\n/**\n * Reads header information from an RGBE texture stored in a native array.\n * More information on this format are available here:\n * https://en.wikipedia.org/wiki/RGBE_image_format\n *\n * @param uint8array The binary file stored in native array.\n * @returns The header information.\n */\n// eslint-disable-next-line @typescript-eslint/naming-convention\nexport function RGBE_ReadHeader(uint8array) {\n let height = 0;\n let width = 0;\n let line = readStringLine(uint8array, 0);\n if (line[0] != \"#\" || line[1] != \"?\") {\n // eslint-disable-next-line no-throw-literal\n throw \"Bad HDR Format.\";\n }\n let endOfHeader = false;\n let findFormat = false;\n let lineIndex = 0;\n do {\n lineIndex += line.length + 1;\n line = readStringLine(uint8array, lineIndex);\n if (line == \"FORMAT=32-bit_rle_rgbe\") {\n findFormat = true;\n }\n else if (line.length == 0) {\n endOfHeader = true;\n }\n } while (!endOfHeader);\n if (!findFormat) {\n // eslint-disable-next-line no-throw-literal\n throw \"HDR Bad header format, unsupported FORMAT\";\n }\n lineIndex += line.length + 1;\n line = readStringLine(uint8array, lineIndex);\n const sizeRegexp = /^-Y (.*) \\+X (.*)$/g;\n const match = sizeRegexp.exec(line);\n // TODO. Support +Y and -X if needed.\n if (!match || match.length < 3) {\n // eslint-disable-next-line no-throw-literal\n throw \"HDR Bad header format, no size\";\n }\n width = parseInt(match[2]);\n height = parseInt(match[1]);\n if (width < 8 || width > 0x7fff) {\n // eslint-disable-next-line no-throw-literal\n throw \"HDR Bad header format, unsupported size\";\n }\n lineIndex += line.length + 1;\n return {\n height: height,\n width: width,\n dataPosition: lineIndex,\n };\n}\n/**\n * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.\n * This RGBE texture needs to store the information as a panorama.\n *\n * More information on this format are available here:\n * https://en.wikipedia.org/wiki/RGBE_image_format\n *\n * @param buffer The binary file stored in an array buffer.\n * @param size The expected size of the extracted cubemap.\n * @param supersample enable supersampling the cubemap (default: false)\n * @returns The Cube Map information.\n */\nexport function GetCubeMapTextureData(buffer, size, supersample = false) {\n const uint8array = new Uint8Array(buffer);\n const hdrInfo = RGBE_ReadHeader(uint8array);\n const data = RGBE_ReadPixels(uint8array, hdrInfo);\n const cubeMapData = PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size, supersample);\n return cubeMapData;\n}\n/**\n * Returns the pixels data extracted from an RGBE texture.\n * This pixels will be stored left to right up to down in the R G B order in one array.\n *\n * More information on this format are available here:\n * https://en.wikipedia.org/wiki/RGBE_image_format\n *\n * @param uint8array The binary file stored in an array buffer.\n * @param hdrInfo The header information of the file.\n * @returns The pixels data in RGB right to left up to down order.\n */\n// eslint-disable-next-line @typescript-eslint/naming-convention\nexport function RGBE_ReadPixels(uint8array, hdrInfo) {\n return readRGBEPixelsRLE(uint8array, hdrInfo);\n}\nfunction readRGBEPixelsRLE(uint8array, hdrInfo) {\n let num_scanlines = hdrInfo.height;\n const scanline_width = hdrInfo.width;\n let a, b, c, d, count;\n let dataIndex = hdrInfo.dataPosition;\n let index = 0, endIndex = 0, i = 0;\n const scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E\n const scanLineArray = new Uint8Array(scanLineArrayBuffer);\n // 3 channels of 4 bytes per pixel in float.\n const resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);\n const resultArray = new Float32Array(resultBuffer);\n // read in each successive scanline\n while (num_scanlines > 0) {\n a = uint8array[dataIndex++];\n b = uint8array[dataIndex++];\n c = uint8array[dataIndex++];\n d = uint8array[dataIndex++];\n if (a != 2 || b != 2 || c & 0x80 || hdrInfo.width < 8 || hdrInfo.width > 32767) {\n return readRGBEPixelsNotRLE(uint8array, hdrInfo);\n }\n if (((c << 8) | d) != scanline_width) {\n // eslint-disable-next-line no-throw-literal\n throw \"HDR Bad header format, wrong scan line width\";\n }\n index = 0;\n // read each of the four channels for the scanline into the buffer\n for (i = 0; i < 4; i++) {\n endIndex = (i + 1) * scanline_width;\n while (index < endIndex) {\n a = uint8array[dataIndex++];\n b = uint8array[dataIndex++];\n if (a > 128) {\n // a run of the same value\n count = a - 128;\n if (count == 0 || count > endIndex - index) {\n // eslint-disable-next-line no-throw-literal\n throw \"HDR Bad Format, bad scanline data (run)\";\n }\n while (count-- > 0) {\n scanLineArray[index++] = b;\n }\n }\n else {\n // a non-run\n count = a;\n if (count == 0 || count > endIndex - index) {\n // eslint-disable-next-line no-throw-literal\n throw \"HDR Bad Format, bad scanline data (non-run)\";\n }\n scanLineArray[index++] = b;\n if (--count > 0) {\n for (let j = 0; j < count; j++) {\n scanLineArray[index++] = uint8array[dataIndex++];\n }\n }\n }\n }\n }\n // now convert data from buffer into floats\n for (i = 0; i < scanline_width; i++) {\n a = scanLineArray[i];\n b = scanLineArray[i + scanline_width];\n c = scanLineArray[i + 2 * scanline_width];\n d = scanLineArray[i + 3 * scanline_width];\n rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);\n }\n num_scanlines--;\n }\n return resultArray;\n}\nfunction readRGBEPixelsNotRLE(uint8array, hdrInfo) {\n // this file is not run length encoded\n // read values sequentially\n let num_scanlines = hdrInfo.height;\n const scanline_width = hdrInfo.width;\n let a, b, c, d, i;\n let dataIndex = hdrInfo.dataPosition;\n // 3 channels of 4 bytes per pixel in float.\n const resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);\n const resultArray = new Float32Array(resultBuffer);\n // read in each successive scanline\n while (num_scanlines > 0) {\n for (i = 0; i < hdrInfo.width; i++) {\n a = uint8array[dataIndex++];\n b = uint8array[dataIndex++];\n c = uint8array[dataIndex++];\n d = uint8array[dataIndex++];\n rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);\n }\n num_scanlines--;\n }\n return resultArray;\n}\n/**\n * @deprecated Use functions separately\n */\nexport const HDRTools = {\n // eslint-disable-next-line @typescript-eslint/naming-convention\n RGBE_ReadHeader,\n // eslint-disable-next-line @typescript-eslint/naming-convention\n GetCubeMapTextureData,\n // eslint-disable-next-line @typescript-eslint/naming-convention\n RGBE_ReadPixels,\n};\n//# sourceMappingURL=hdr.js.map","import { RGBE_ReadHeader, RGBE_ReadPixels } from \"../../../Misc/HighDynamicRange/hdr\";\nimport { Constants } from \"../../../Engines/constants\";\n/**\n * Implementation of the HDR Texture Loader.\n * @internal\n */\n// eslint-disable-next-line @typescript-eslint/naming-convention\nexport class _HDRTextureLoader {\n constructor() {\n /**\n * Defines whether the loader supports cascade loading the different faces.\n */\n this.supportCascades = false;\n }\n /**\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\n * Cube texture are not supported by .hdr files\n */\n loadCubeData() {\n // eslint-disable-next-line no-throw-literal\n throw \".hdr not supported in Cube.\";\n }\n /**\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\n * @param data contains the texture data\n * @param texture defines the BabylonJS internal texture\n * @param callback defines the method to call once ready to upload\n */\n loadData(data, texture, callback) {\n const uint8array = new Uint8Array(data.buffer, data.byteOffset, data.byteLength);\n const hdrInfo = RGBE_ReadHeader(uint8array);\n const pixelsDataRGB32 = RGBE_ReadPixels(uint8array, hdrInfo);\n const pixels = hdrInfo.width * hdrInfo.height;\n const pixelsDataRGBA32 = new Float32Array(pixels * 4);\n for (let i = 0; i < pixels; i += 1) {\n pixelsDataRGBA32[i * 4] = pixelsDataRGB32[i * 3];\n pixelsDataRGBA32[i * 4 + 1] = pixelsDataRGB32[i * 3 + 1];\n pixelsDataRGBA32[i * 4 + 2] = pixelsDataRGB32[i * 3 + 2];\n pixelsDataRGBA32[i * 4 + 3] = 1;\n }\n callback(hdrInfo.width, hdrInfo.height, texture.generateMipMaps, false, () => {\n const engine = texture.getEngine();\n texture.type = Constants.TEXTURETYPE_FLOAT;\n texture.format = Constants.TEXTUREFORMAT_RGBA;\n texture._gammaSpace = false;\n engine._uploadDataToTextureDirectly(texture, pixelsDataRGBA32);\n });\n }\n}\n//# 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