@needle-tools/engine 4.7.2-alpha → 4.7.2-next.6f2cd71

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 (1067) hide show
  1. package/CHANGELOG.md +3782 -3782
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +25 -0
  6. package/dist/{gltf-progressive-zdhlW609.umd.cjs → gltf-progressive-B9o1T8Vr.umd.cjs} +1 -1
  7. package/dist/{gltf-progressive-YjtQYFa9.js → gltf-progressive-DO0SisAM.js} +2 -2
  8. package/dist/{gltf-progressive-yOP1mp5W.min.js → gltf-progressive-DQF10PJE.min.js} +1 -1
  9. package/dist/{needle-engine.bundle-BhDF-YSv.min.js → needle-engine.bundle-B-NoV0t_.min.js} +64 -64
  10. package/dist/{needle-engine.bundle-D2myV4E4.umd.cjs → needle-engine.bundle-BMnlxDfi.umd.cjs} +59 -59
  11. package/dist/{needle-engine.bundle-gp00DTS4.js → needle-engine.bundle-CFi0ugBx.js} +638 -638
  12. package/dist/needle-engine.d.ts +130 -129
  13. package/dist/needle-engine.js +4 -4
  14. package/dist/needle-engine.min.js +1 -1
  15. package/dist/needle-engine.umd.cjs +1 -1
  16. package/dist/{postprocessing-8AQTeZsr.umd.cjs → postprocessing-CjW23fio.umd.cjs} +2 -2
  17. package/dist/{postprocessing-BkxN_08g.js → postprocessing-DYLNOL3W.js} +3 -3
  18. package/dist/{postprocessing-BDScN9yu.min.js → postprocessing-xYQWCHFu.min.js} +2 -2
  19. package/dist/{three-DMrv-4ar.umd.cjs → three-B_hneGZr.umd.cjs} +4 -4
  20. package/dist/{three-Bz6X1mrw.js → three-DrqIzZTH.js} +4198 -4198
  21. package/dist/{three-Boa-jOq-.min.js → three-DuDKwKB8.min.js} +33 -33
  22. package/dist/{three-examples-GggCDHv0.js → three-examples-B50TT3Iu.js} +5 -5
  23. package/dist/{three-examples-DuVhxqft.min.js → three-examples-DaDLBuy6.min.js} +14 -14
  24. package/dist/{three-examples-C7ryg8vN.umd.cjs → three-examples-X3OadjXB.umd.cjs} +3 -3
  25. package/dist/{three-mesh-ui-CY6Izc7C.min.js → three-mesh-ui-B3p3gyUz.min.js} +1 -1
  26. package/dist/{three-mesh-ui-CwlN0FUC.umd.cjs → three-mesh-ui-CQiIQIlA.umd.cjs} +1 -1
  27. package/dist/{three-mesh-ui-CLNOfsWn.js → three-mesh-ui-CxuWt7m-.js} +1 -1
  28. package/dist/{vendor-zxXa3Dmr.min.js → vendor-BlSxe9JJ.min.js} +3 -3
  29. package/dist/{vendor-BSD1RQIh.js → vendor-BmYIgaS1.js} +3 -3
  30. package/dist/{vendor-DHr4aqIZ.umd.cjs → vendor-Cavtu3CP.umd.cjs} +3 -3
  31. package/lib/asap/needle-asap.d.ts +1 -1
  32. package/lib/asap/needle-asap.js +95 -95
  33. package/lib/asap/sessiongranted.d.ts +3 -3
  34. package/lib/asap/sessiongranted.js +65 -65
  35. package/lib/asap/utils.d.ts +1 -1
  36. package/lib/asap/utils.js +3 -3
  37. package/lib/engine/analytics/index.d.ts +6 -6
  38. package/lib/engine/analytics/index.js +12 -12
  39. package/lib/engine/analytics/lcp.d.ts +3 -3
  40. package/lib/engine/analytics/lcp.js +34 -34
  41. package/lib/engine/api.d.ts +82 -82
  42. package/lib/engine/api.js +81 -81
  43. package/lib/engine/assets/index.d.ts +11 -11
  44. package/lib/engine/assets/index.js +47 -47
  45. package/lib/engine/assets/static.d.ts +1 -1
  46. package/lib/engine/assets/static.js +4 -4
  47. package/lib/engine/codegen/register_types.d.ts +1 -1
  48. package/lib/engine/codegen/register_types.js +300 -300
  49. package/lib/engine/debug/debug.d.ts +15 -15
  50. package/lib/engine/debug/debug.js +44 -44
  51. package/lib/engine/debug/debug_console.d.ts +2 -2
  52. package/lib/engine/debug/debug_console.js +307 -307
  53. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  54. package/lib/engine/debug/debug_overlay.js +316 -316
  55. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  56. package/lib/engine/debug/debug_spatial_console.js +390 -390
  57. package/lib/engine/debug/index.d.ts +2 -2
  58. package/lib/engine/debug/index.js +2 -2
  59. package/lib/engine/engine_addressables.d.ts +164 -164
  60. package/lib/engine/engine_addressables.js +601 -601
  61. package/lib/engine/engine_animation.d.ts +43 -43
  62. package/lib/engine/engine_animation.js +133 -133
  63. package/lib/engine/engine_application.d.ts +45 -45
  64. package/lib/engine/engine_application.js +104 -104
  65. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  66. package/lib/engine/engine_assetdatabase.js +346 -346
  67. package/lib/engine/engine_audio.d.ts +4 -4
  68. package/lib/engine/engine_audio.js +23 -23
  69. package/lib/engine/engine_camera.d.ts +13 -13
  70. package/lib/engine/engine_camera.js +30 -30
  71. package/lib/engine/engine_components.d.ts +110 -110
  72. package/lib/engine/engine_components.js +374 -374
  73. package/lib/engine/engine_components_internal.d.ts +9 -9
  74. package/lib/engine/engine_components_internal.js +36 -36
  75. package/lib/engine/engine_constants.d.ts +10 -10
  76. package/lib/engine/engine_constants.js +41 -41
  77. package/lib/engine/engine_context.d.ts +475 -475
  78. package/lib/engine/engine_context.js +1673 -1673
  79. package/lib/engine/engine_context_registry.d.ts +71 -71
  80. package/lib/engine/engine_context_registry.js +117 -117
  81. package/lib/engine/engine_coroutine.d.ts +35 -35
  82. package/lib/engine/engine_coroutine.js +52 -52
  83. package/lib/engine/engine_create_objects.d.ts +119 -119
  84. package/lib/engine/engine_create_objects.js +320 -320
  85. package/lib/engine/engine_default_parameters.d.ts +2 -2
  86. package/lib/engine/engine_default_parameters.js +3 -3
  87. package/lib/engine/engine_editor-sync.d.ts +21 -21
  88. package/lib/engine/engine_editor-sync.js +4 -4
  89. package/lib/engine/engine_fileloader.d.ts +2 -2
  90. package/lib/engine/engine_fileloader.js +8 -8
  91. package/lib/engine/engine_gameobject.d.ts +68 -68
  92. package/lib/engine/engine_gameobject.js +619 -619
  93. package/lib/engine/engine_generic_utils.d.ts +1 -1
  94. package/lib/engine/engine_generic_utils.js +13 -13
  95. package/lib/engine/engine_gizmos.d.ts +149 -149
  96. package/lib/engine/engine_gizmos.js +530 -530
  97. package/lib/engine/engine_gltf.d.ts +12 -12
  98. package/lib/engine/engine_gltf.js +15 -15
  99. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +8 -8
  102. package/lib/engine/engine_hot_reload.js +197 -197
  103. package/lib/engine/engine_input.d.ts +362 -362
  104. package/lib/engine/engine_input.js +1294 -1294
  105. package/lib/engine/engine_input_utils.d.ts +2 -2
  106. package/lib/engine/engine_input_utils.js +22 -22
  107. package/lib/engine/engine_instancing.d.ts +19 -19
  108. package/lib/engine/engine_instancing.js +39 -39
  109. package/lib/engine/engine_license.d.ts +11 -11
  110. package/lib/engine/engine_license.js +369 -369
  111. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  112. package/lib/engine/engine_lifecycle_api.js +106 -106
  113. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  114. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  115. package/lib/engine/engine_lightdata.d.ts +23 -23
  116. package/lib/engine/engine_lightdata.js +101 -101
  117. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  118. package/lib/engine/engine_loaders.callbacks.js +86 -86
  119. package/lib/engine/engine_loaders.d.ts +48 -48
  120. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  121. package/lib/engine/engine_loaders.gltf.js +62 -62
  122. package/lib/engine/engine_loaders.js +337 -337
  123. package/lib/engine/engine_lods.d.ts +35 -35
  124. package/lib/engine/engine_lods.js +160 -160
  125. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  126. package/lib/engine/engine_mainloop_utils.js +466 -466
  127. package/lib/engine/engine_math.d.ts +114 -114
  128. package/lib/engine/engine_math.js +247 -247
  129. package/lib/engine/engine_modules.d.ts +36 -36
  130. package/lib/engine/engine_modules.js +85 -85
  131. package/lib/engine/engine_networking.d.ts +260 -260
  132. package/lib/engine/engine_networking.js +764 -764
  133. package/lib/engine/engine_networking_auto.d.ts +24 -24
  134. package/lib/engine/engine_networking_auto.js +310 -310
  135. package/lib/engine/engine_networking_blob.d.ts +48 -48
  136. package/lib/engine/engine_networking_blob.js +228 -228
  137. package/lib/engine/engine_networking_files.d.ts +35 -35
  138. package/lib/engine/engine_networking_files.js +172 -172
  139. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  140. package/lib/engine/engine_networking_files_default_components.js +42 -42
  141. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  142. package/lib/engine/engine_networking_instantiate.js +345 -345
  143. package/lib/engine/engine_networking_peer.d.ts +15 -15
  144. package/lib/engine/engine_networking_peer.js +132 -132
  145. package/lib/engine/engine_networking_streams.d.ts +123 -123
  146. package/lib/engine/engine_networking_streams.js +645 -645
  147. package/lib/engine/engine_networking_types.d.ts +22 -22
  148. package/lib/engine/engine_networking_types.js +7 -7
  149. package/lib/engine/engine_networking_utils.d.ts +2 -2
  150. package/lib/engine/engine_networking_utils.js +20 -20
  151. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  152. package/lib/engine/engine_networking_websocket.js +2 -2
  153. package/lib/engine/engine_patcher.d.ts +10 -10
  154. package/lib/engine/engine_patcher.js +142 -142
  155. package/lib/engine/engine_physics.d.ts +152 -152
  156. package/lib/engine/engine_physics.js +645 -645
  157. package/lib/engine/engine_physics.types.d.ts +40 -40
  158. package/lib/engine/engine_physics.types.js +33 -33
  159. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  160. package/lib/engine/engine_physics_rapier.js +1433 -1433
  161. package/lib/engine/engine_playerview.d.ts +26 -26
  162. package/lib/engine/engine_playerview.js +64 -64
  163. package/lib/engine/engine_scenelighting.d.ts +71 -71
  164. package/lib/engine/engine_scenelighting.js +226 -226
  165. package/lib/engine/engine_serialization.d.ts +3 -3
  166. package/lib/engine/engine_serialization.js +3 -3
  167. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  168. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  169. package/lib/engine/engine_serialization_core.d.ts +94 -94
  170. package/lib/engine/engine_serialization_core.js +607 -607
  171. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  172. package/lib/engine/engine_serialization_decorator.js +66 -66
  173. package/lib/engine/engine_setup.d.ts +1 -1
  174. package/lib/engine/engine_setup.js +2 -2
  175. package/lib/engine/engine_shaders.d.ts +53 -53
  176. package/lib/engine/engine_shaders.js +252 -252
  177. package/lib/engine/engine_shims.d.ts +4 -4
  178. package/lib/engine/engine_shims.js +24 -24
  179. package/lib/engine/engine_test_utils.d.ts +39 -39
  180. package/lib/engine/engine_test_utils.js +83 -83
  181. package/lib/engine/engine_texture.d.ts +28 -28
  182. package/lib/engine/engine_texture.js +64 -64
  183. package/lib/engine/engine_three_utils.d.ts +204 -204
  184. package/lib/engine/engine_three_utils.js +788 -788
  185. package/lib/engine/engine_time.d.ts +51 -51
  186. package/lib/engine/engine_time.js +82 -82
  187. package/lib/engine/engine_time_utils.d.ts +88 -88
  188. package/lib/engine/engine_time_utils.js +215 -215
  189. package/lib/engine/engine_tonemapping.d.ts +6 -6
  190. package/lib/engine/engine_tonemapping.js +197 -197
  191. package/lib/engine/engine_types.d.ts +578 -578
  192. package/lib/engine/engine_types.js +95 -95
  193. package/lib/engine/engine_typestore.d.ts +28 -28
  194. package/lib/engine/engine_typestore.js +55 -55
  195. package/lib/engine/engine_util_decorator.d.ts +13 -13
  196. package/lib/engine/engine_util_decorator.js +116 -116
  197. package/lib/engine/engine_utils.d.ts +248 -248
  198. package/lib/engine/engine_utils.js +1012 -1012
  199. package/lib/engine/engine_utils_format.d.ts +24 -24
  200. package/lib/engine/engine_utils_format.js +239 -239
  201. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  202. package/lib/engine/engine_utils_screenshot.js +522 -522
  203. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  204. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  205. package/lib/engine/engine_xr.d.ts +1 -1
  206. package/lib/engine/engine_xr.js +1 -1
  207. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  208. package/lib/engine/export/gltf/Writers.js +24 -24
  209. package/lib/engine/export/gltf/index.d.ts +11 -11
  210. package/lib/engine/export/gltf/index.js +123 -123
  211. package/lib/engine/export/index.d.ts +2 -2
  212. package/lib/engine/export/index.js +2 -2
  213. package/lib/engine/export/state.d.ts +7 -7
  214. package/lib/engine/export/state.js +17 -17
  215. package/lib/engine/export/utils.d.ts +2 -2
  216. package/lib/engine/export/utils.js +7 -7
  217. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  218. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  219. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  220. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  221. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  222. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  223. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  224. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  225. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  226. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  227. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  228. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  229. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  230. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  231. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  232. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  233. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  234. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  235. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  236. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  237. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  238. package/lib/engine/extensions/extension_resolver.js +1 -1
  239. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  240. package/lib/engine/extensions/extension_utils.js +152 -152
  241. package/lib/engine/extensions/extensions.d.ts +32 -32
  242. package/lib/engine/extensions/extensions.js +107 -107
  243. package/lib/engine/extensions/index.d.ts +6 -6
  244. package/lib/engine/extensions/index.js +6 -6
  245. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  246. package/lib/engine/extensions/usage_tracker.js +65 -65
  247. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  248. package/lib/engine/js-extensions/Camera.js +39 -39
  249. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  250. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  251. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  252. package/lib/engine/js-extensions/Layers.js +22 -22
  253. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  254. package/lib/engine/js-extensions/Object3D.js +136 -136
  255. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  256. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  257. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  258. package/lib/engine/js-extensions/Vector.js +13 -13
  259. package/lib/engine/js-extensions/index.d.ts +5 -5
  260. package/lib/engine/js-extensions/index.js +5 -5
  261. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  262. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  263. package/lib/engine/shaders/shaderData.d.ts +55 -55
  264. package/lib/engine/shaders/shaderData.js +58 -58
  265. package/lib/engine/tests/test_utils.d.ts +2 -2
  266. package/lib/engine/tests/test_utils.js +53 -53
  267. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  268. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  269. package/lib/engine/webcomponents/api.d.ts +5 -5
  270. package/lib/engine/webcomponents/api.js +4 -4
  271. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  272. package/lib/engine/webcomponents/buttons.js +264 -264
  273. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  274. package/lib/engine/webcomponents/fonts.js +32 -32
  275. package/lib/engine/webcomponents/icons.d.ts +9 -9
  276. package/lib/engine/webcomponents/icons.js +52 -52
  277. package/lib/engine/webcomponents/index.d.ts +1 -1
  278. package/lib/engine/webcomponents/index.js +1 -1
  279. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  280. package/lib/engine/webcomponents/logo-element.js +67 -67
  281. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  282. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  283. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  284. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  285. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  286. package/lib/engine/webcomponents/needle-button.js +161 -161
  287. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  288. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  289. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  290. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  291. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  292. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  293. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  294. package/lib/engine/webcomponents/needle-engine.js +821 -821
  295. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  296. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  297. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  298. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  299. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  300. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  301. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  302. package/lib/engine/xr/NeedleXRSync.js +188 -188
  303. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  304. package/lib/engine/xr/SceneTransition.js +69 -69
  305. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  306. package/lib/engine/xr/TempXRContext.js +187 -187
  307. package/lib/engine/xr/XRRig.d.ts +7 -7
  308. package/lib/engine/xr/XRRig.js +1 -1
  309. package/lib/engine/xr/api.d.ts +6 -6
  310. package/lib/engine/xr/api.js +6 -6
  311. package/lib/engine/xr/events.d.ts +66 -66
  312. package/lib/engine/xr/events.js +93 -93
  313. package/lib/engine/xr/internal.d.ts +12 -12
  314. package/lib/engine/xr/internal.js +25 -25
  315. package/lib/engine/xr/usdz.d.ts +12 -12
  316. package/lib/engine/xr/usdz.js +29 -29
  317. package/lib/engine/xr/utils.d.ts +11 -11
  318. package/lib/engine/xr/utils.js +34 -34
  319. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  320. package/lib/engine-components/AlignmentConstraint.js +39 -39
  321. package/lib/engine-components/Animation.d.ts +156 -156
  322. package/lib/engine-components/Animation.js +508 -508
  323. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  324. package/lib/engine-components/AnimationCurve.js +159 -159
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  998. package/src/engine-components/ui/PointerEvents.ts +206 -206
  999. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1000. package/src/engine-components/ui/Raycaster.ts +102 -102
  1001. package/src/engine-components/ui/RectTransform.ts +375 -375
  1002. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1003. package/src/engine-components/ui/Symbols.ts +1 -1
  1004. package/src/engine-components/ui/Text.ts +578 -578
  1005. package/src/engine-components/ui/Utils.ts +113 -113
  1006. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1007. package/src/engine-components/utils/LookAt.ts +88 -88
  1008. package/src/engine-components/utils/OpenURL.ts +114 -114
  1009. package/src/engine-components/webxr/Avatar.ts +265 -265
  1010. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1011. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1012. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1013. package/src/engine-components/webxr/WebXR.ts +585 -585
  1014. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1015. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1016. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1017. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1018. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1019. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1020. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1021. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1022. package/src/engine-components/webxr/index.ts +2 -2
  1023. package/src/engine-components/webxr/types.ts +3 -3
  1024. package/src/engine-components-experimental/Presentation.ts +12 -12
  1025. package/src/engine-components-experimental/api.ts +4 -4
  1026. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1027. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1028. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1029. package/src/engine-schemes/README.md +1 -1
  1030. package/src/engine-schemes/api.ts +12 -12
  1031. package/src/engine-schemes/schemes.ts +28 -28
  1032. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1033. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1034. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1035. package/src/engine-schemes/transform.ts +50 -50
  1036. package/src/engine-schemes/transforms.fbs +25 -25
  1037. package/src/engine-schemes/vec.fbs +19 -19
  1038. package/src/engine-schemes/vec2.ts +33 -33
  1039. package/src/engine-schemes/vec3.ts +38 -38
  1040. package/src/engine-schemes/vec4.ts +43 -43
  1041. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1042. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1043. package/src/include/draco/draco_decoder.js +34 -34
  1044. package/src/include/ktx2/basis_transcoder.js +21 -21
  1045. package/src/include/needle/arial-msdf.json +1471 -1471
  1046. package/src/include/three/DragControls.js +231 -231
  1047. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1048. package/src/needle-engine.ts +70 -70
  1049. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +0 -25
  1050. package/src/engine-schemes/dist/api.js +0 -17
  1051. package/src/engine-schemes/dist/api.js.meta +0 -7
  1052. package/src/engine-schemes/dist/schemes.js +0 -25
  1053. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1054. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1055. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1056. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1057. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1058. package/src/engine-schemes/dist/transform.js +0 -46
  1059. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1060. package/src/engine-schemes/dist/vec2.js +0 -32
  1061. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1062. package/src/engine-schemes/dist/vec3.js +0 -36
  1063. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1064. package/src/engine-schemes/dist/vec4.js +0 -40
  1065. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1066. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1067. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,565 +1,565 @@
1
- import { AlwaysDepth, BackSide, DoubleSide, EqualDepth, FrontSide, GLSL3, GreaterDepth, GreaterEqualDepth, LessDepth, LessEqualDepth, LinearSRGBColorSpace, Matrix4, NotEqualDepth, RawShaderMaterial, Texture, Vector3, Vector4 } from 'three';
2
- import { Context } from '../engine_setup.js';
3
- import { FindShaderTechniques, SetUnitySphericalHarmonics, ToUnityMatrixArray, whiteDefaultTexture } from '../engine_shaders.js';
4
- import { getWorldPosition } from "../engine_three_utils.js";
5
- import { getParam } from "../engine_utils.js";
6
- import * as SHADERDATA from "../shaders/shaderData.js";
7
- const debug = getParam("debugcustomshader");
8
- export const NEEDLE_TECHNIQUES_WEBGL_NAME = "NEEDLE_techniques_webgl";
9
- //@ts-ignore
10
- var UniformType;
11
- (function (UniformType) {
12
- UniformType[UniformType["INT"] = 5124] = "INT";
13
- UniformType[UniformType["FLOAT"] = 5126] = "FLOAT";
14
- UniformType[UniformType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
15
- UniformType[UniformType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
16
- UniformType[UniformType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
17
- UniformType[UniformType["INT_VEC2"] = 35667] = "INT_VEC2";
18
- UniformType[UniformType["INT_VEC3"] = 35668] = "INT_VEC3";
19
- UniformType[UniformType["INT_VEC4"] = 35669] = "INT_VEC4";
20
- UniformType[UniformType["BOOL"] = 35670] = "BOOL";
21
- UniformType[UniformType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
22
- UniformType[UniformType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
23
- UniformType[UniformType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
24
- UniformType[UniformType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
25
- UniformType[UniformType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
26
- UniformType[UniformType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
27
- UniformType[UniformType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
28
- UniformType[UniformType["SAMPLER_3D"] = 35680] = "SAMPLER_3D";
29
- UniformType[UniformType["SAMPLER_CUBE"] = 35681] = "SAMPLER_CUBE";
30
- UniformType[UniformType["UNKNOWN"] = 0] = "UNKNOWN";
31
- })(UniformType || (UniformType = {}));
32
- class ObjectRendererData {
33
- objectToWorldMatrix = new Matrix4();
34
- worldToObjectMatrix = new Matrix4();
35
- objectToWorld = new Array();
36
- worldToObject = new Array();
37
- updateFrom(obj) {
38
- this.objectToWorldMatrix.copy(obj.matrixWorld);
39
- ToUnityMatrixArray(this.objectToWorldMatrix, this.objectToWorld);
40
- this.worldToObjectMatrix.copy(obj.matrixWorld).invert();
41
- ToUnityMatrixArray(this.worldToObjectMatrix, this.worldToObject);
42
- }
43
- }
44
- var CullMode;
45
- (function (CullMode) {
46
- CullMode[CullMode["Off"] = 0] = "Off";
47
- CullMode[CullMode["Front"] = 1] = "Front";
48
- CullMode[CullMode["Back"] = 2] = "Back";
49
- })(CullMode || (CullMode = {}));
50
- var ZTestMode;
51
- (function (ZTestMode) {
52
- ZTestMode[ZTestMode["Never"] = 1] = "Never";
53
- ZTestMode[ZTestMode["Less"] = 2] = "Less";
54
- ZTestMode[ZTestMode["Equal"] = 3] = "Equal";
55
- ZTestMode[ZTestMode["LEqual"] = 4] = "LEqual";
56
- ZTestMode[ZTestMode["Greater"] = 5] = "Greater";
57
- ZTestMode[ZTestMode["NotEqual"] = 6] = "NotEqual";
58
- ZTestMode[ZTestMode["GEqual"] = 7] = "GEqual";
59
- ZTestMode[ZTestMode["Always"] = 8] = "Always";
60
- })(ZTestMode || (ZTestMode = {}));
61
- export class CustomShader extends RawShaderMaterial {
62
- identifier;
63
- onBeforeRenderSceneCallback = this.onBeforeRenderScene.bind(this);
64
- clone() {
65
- const clone = super.clone();
66
- createUniformProperties(clone);
67
- return clone;
68
- }
69
- constructor(identifier, ...args) {
70
- super(...args);
71
- this.identifier = identifier;
72
- // this["normalMap"] = true;
73
- // this.needsUpdate = true;
74
- if (debug)
75
- console.log(this);
76
- //@ts-ignore - TODO: how to override and do we even need this?
77
- this.type = "NEEDLE_CUSTOM_SHADER";
78
- if (!this.uniforms[this._objToWorldName])
79
- this.uniforms[this._objToWorldName] = { value: [] };
80
- if (!this.uniforms[this._worldToObjectName])
81
- this.uniforms[this._worldToObjectName] = { value: [] };
82
- if (!this.uniforms[this._viewProjectionName])
83
- this.uniforms[this._viewProjectionName] = { value: [] };
84
- if (this.uniforms[this._sphericalHarmonicsName]) {
85
- // this.waitForLighting();
86
- }
87
- if (this.depthTextureUniform || this.opaqueTextureUniform) {
88
- Context.Current.pre_render_callbacks.push(this.onBeforeRenderSceneCallback);
89
- }
90
- }
91
- dispose() {
92
- super.dispose();
93
- const index = Context.Current.pre_render_callbacks.indexOf(this.onBeforeRenderSceneCallback);
94
- if (index >= 0)
95
- Context.Current.pre_render_callbacks.splice(index, 1);
96
- }
97
- /* REMOVED, we don't have Lit shader support for now
98
- async waitForLighting() {
99
- const context: Context = Context.Current;
100
- if (!context) {
101
- console.error("Missing context");
102
- return;
103
- }
104
- const data = await context.sceneLighting.internalGetSceneLightingData(this.identifier);
105
- if (!data || !data.array) {
106
- console.warn("Missing lighting data for custom shader, getSceneLightingData did not return anything");
107
- return;
108
- }
109
- if (debug)
110
- console.log(data);
111
- const array = data.array;
112
- const envTexture = data.texture;
113
- // console.log(envTexture);
114
- this.uniforms["unity_SpecCube0"] = { value: envTexture };
115
- SetUnitySphericalHarmonics(this.uniforms, array);
116
- const hdr = Math.sqrt(Math.PI * .5);
117
- this.uniforms["unity_SpecCube0_HDR"] = { value: new Vector4(hdr, hdr, hdr, hdr) };
118
- // this.needsUpdate = true;
119
- // this.uniformsNeedUpdate = true;
120
- if (debug) console.log("Set environment lighting", this.uniforms);
121
- }
122
- */
123
- _sphericalHarmonicsName = "unity_SpecCube0";
124
- _objToWorldName = "hlslcc_mtx4x4unity_ObjectToWorld";
125
- _worldToObjectName = "hlslcc_mtx4x4unity_WorldToObject";
126
- static viewProjection = new Matrix4();
127
- static _viewProjectionValues = [];
128
- _viewProjectionName = "hlslcc_mtx4x4unity_MatrixVP";
129
- static viewMatrix = new Matrix4();
130
- static _viewMatrixValues = [];
131
- _viewMatrixName = "hlslcc_mtx4x4unity_MatrixV";
132
- static _worldSpaceCameraPosName = "_WorldSpaceCameraPos";
133
- static _worldSpaceCameraPos = new Vector3();
134
- static _mainLightColor = new Vector4();
135
- static _mainLightPosition = new Vector3();
136
- static _lightData = new Vector4();
137
- _rendererData = new ObjectRendererData();
138
- get depthTextureUniform() {
139
- if (!this.uniforms)
140
- return undefined;
141
- return this.uniforms["_CameraDepthTexture"];
142
- }
143
- get opaqueTextureUniform() {
144
- if (!this.uniforms)
145
- return undefined;
146
- return this.uniforms["_CameraOpaqueTexture"];
147
- }
148
- onBeforeRenderScene() {
149
- if (this.opaqueTextureUniform) {
150
- Context.Current.setRequireColor(true);
151
- }
152
- if (this.depthTextureUniform) {
153
- Context.Current.setRequireDepth(true);
154
- }
155
- }
156
- onBeforeRender(_renderer, _scene, camera, _geometry, obj, _group) {
157
- if (!_geometry.attributes["tangent"])
158
- _geometry.computeTangents();
159
- this.onUpdateUniforms(camera, obj);
160
- }
161
- onUpdateUniforms(camera, obj) {
162
- const context = Context.Current;
163
- // TODO cache by camera
164
- // if (context.time.frame != this._lastFrame)
165
- {
166
- if (camera) {
167
- if (CustomShader.viewProjection && this.uniforms[this._viewProjectionName]) {
168
- CustomShader.viewProjection.copy(camera.projectionMatrix).multiply(camera.matrixWorldInverse);
169
- ToUnityMatrixArray(CustomShader.viewProjection, CustomShader._viewProjectionValues);
170
- }
171
- if (CustomShader.viewMatrix && this.uniforms[this._viewMatrixName]) {
172
- CustomShader.viewMatrix.copy(camera.matrixWorldInverse);
173
- ToUnityMatrixArray(CustomShader.viewMatrix, CustomShader._viewMatrixValues);
174
- }
175
- if (this.uniforms[CustomShader._worldSpaceCameraPosName]) {
176
- CustomShader._worldSpaceCameraPos.setFromMatrixPosition(camera.matrixWorld);
177
- }
178
- }
179
- }
180
- // this._lastFrame = context.time.frame;
181
- if (this.uniforms["_TimeParameters"]) {
182
- this.uniforms["_TimeParameters"].value = context.sceneLighting.timeVec4;
183
- }
184
- if (this.uniforms["_Time"]) {
185
- const _time = this.uniforms["_Time"].value;
186
- _time.x = context.sceneLighting.timeVec4.x / 20;
187
- _time.y = context.sceneLighting.timeVec4.x;
188
- _time.z = context.sceneLighting.timeVec4.x * 2;
189
- _time.w = context.sceneLighting.timeVec4.x * 3;
190
- }
191
- if (this.uniforms["_SinTime"]) {
192
- const _time = this.uniforms["_SinTime"].value;
193
- _time.x = Math.sin(context.sceneLighting.timeVec4.x / 8);
194
- _time.y = Math.sin(context.sceneLighting.timeVec4.x / 4);
195
- _time.z = Math.sin(context.sceneLighting.timeVec4.x / 2);
196
- _time.w = Math.sin(context.sceneLighting.timeVec4.x);
197
- }
198
- if (this.uniforms["_CosTime"]) {
199
- const _time = this.uniforms["_CosTime"].value;
200
- _time.x = Math.cos(context.sceneLighting.timeVec4.x / 8);
201
- _time.y = Math.cos(context.sceneLighting.timeVec4.x / 4);
202
- _time.z = Math.cos(context.sceneLighting.timeVec4.x / 2);
203
- _time.w = Math.cos(context.sceneLighting.timeVec4.x);
204
- }
205
- if (this.uniforms["unity_DeltaTime"]) {
206
- const _time = this.uniforms["unity_DeltaTime"].value;
207
- _time.x = context.time.deltaTime;
208
- _time.y = 1 / context.time.deltaTime;
209
- _time.z = context.time.smoothedDeltaTime;
210
- _time.w = 1 / context.time.smoothedDeltaTime;
211
- }
212
- const mainLight = context.mainLight;
213
- if (mainLight) {
214
- const lp = getWorldPosition(mainLight.gameObject, CustomShader._mainLightPosition);
215
- this.uniforms["_MainLightPosition"] = { value: lp.normalize() };
216
- CustomShader._mainLightColor.set(mainLight.color.r, mainLight.color.g, mainLight.color.b, 0);
217
- this.uniforms["_MainLightColor"] = { value: CustomShader._mainLightColor };
218
- const intensity = mainLight.intensity; // * (Math.PI * .5);
219
- CustomShader._lightData.z = intensity;
220
- this.uniforms["unity_LightData"] = { value: CustomShader._lightData };
221
- }
222
- if (camera) {
223
- if (CustomShader.viewProjection && this.uniforms[this._viewProjectionName]) {
224
- this.uniforms[this._viewProjectionName].value = CustomShader._viewProjectionValues;
225
- }
226
- if (CustomShader.viewMatrix && this.uniforms[this._viewMatrixName]) {
227
- this.uniforms[this._viewMatrixName].value = CustomShader._viewMatrixValues;
228
- }
229
- if (this.uniforms[CustomShader._worldSpaceCameraPosName]) {
230
- this.uniforms[CustomShader._worldSpaceCameraPosName] = { value: CustomShader._worldSpaceCameraPos };
231
- }
232
- if (context.mainCameraComponent) {
233
- if (this.uniforms["_ProjectionParams"]) {
234
- const params = this.uniforms["_ProjectionParams"].value;
235
- params.x = 1;
236
- params.y = context.mainCameraComponent.nearClipPlane;
237
- params.z = context.mainCameraComponent.farClipPlane;
238
- params.w = 1 / params.z;
239
- this.uniforms["_ProjectionParams"].value = params;
240
- }
241
- if (this.uniforms["_ZBufferParams"]) {
242
- const params = this.uniforms["_ZBufferParams"].value;
243
- const cam = context.mainCameraComponent;
244
- params.x = 1 - cam.farClipPlane / cam.nearClipPlane;
245
- params.y = cam.farClipPlane / cam.nearClipPlane;
246
- params.z = params.x / cam.farClipPlane;
247
- params.w = params.y / cam.farClipPlane;
248
- this.uniforms["_ZBufferParams"].value = params;
249
- }
250
- if (this.uniforms["_ScreenParams"]) {
251
- const params = this.uniforms["_ScreenParams"].value;
252
- params.x = context.domWidth;
253
- params.y = context.domHeight;
254
- params.z = 1.0 + 1.0 / params.x;
255
- params.w = 1.0 + 1.0 / params.y;
256
- this.uniforms["_ScreenParams"].value = params;
257
- }
258
- if (this.uniforms["_ScaledScreenParams"]) {
259
- const params = this.uniforms["_ScaledScreenParams"].value;
260
- params.x = context.domWidth;
261
- params.y = context.domHeight;
262
- params.z = 1.0 + 1.0 / params.x;
263
- params.w = 1.0 + 1.0 / params.y;
264
- this.uniforms["_ScaledScreenParams"].value = params;
265
- }
266
- }
267
- }
268
- const depthTexture = this.depthTextureUniform;
269
- if (depthTexture) {
270
- depthTexture.value = context.depthTexture;
271
- }
272
- const colorTexture = this.opaqueTextureUniform;
273
- if (colorTexture) {
274
- colorTexture.value = context.opaqueColorTexture;
275
- }
276
- if (obj) {
277
- const objData = this._rendererData;
278
- objData.updateFrom(obj);
279
- this.uniforms[this._worldToObjectName].value = objData.worldToObject;
280
- this.uniforms[this._objToWorldName].value = objData.objectToWorld;
281
- }
282
- this.uniformsNeedUpdate = true;
283
- }
284
- }
285
- export class NEEDLE_techniques_webgl {
286
- get name() {
287
- return NEEDLE_TECHNIQUES_WEBGL_NAME;
288
- }
289
- parser;
290
- identifier;
291
- constructor(loader, identifier) {
292
- this.parser = loader;
293
- this.identifier = identifier;
294
- }
295
- loadMaterial(index) {
296
- const mat = this.parser.json.materials[index];
297
- if (!mat) {
298
- if (debug)
299
- console.log(index, this.parser.json.materials);
300
- return null;
301
- }
302
- if (!mat.extensions || !mat.extensions[NEEDLE_TECHNIQUES_WEBGL_NAME]) {
303
- if (debug)
304
- console.log(`Material ${index} does not use NEEDLE_techniques_webgl`);
305
- return null;
306
- }
307
- if (debug)
308
- console.log(`Material ${index} uses NEEDLE_techniques_webgl`, mat);
309
- const techniqueIndex = mat.extensions[NEEDLE_TECHNIQUES_WEBGL_NAME].technique;
310
- if (techniqueIndex < 0) {
311
- console.debug(`Material ${index} does not have a valid technique index`);
312
- return null;
313
- }
314
- const shaders = this.parser.json.extensions[NEEDLE_TECHNIQUES_WEBGL_NAME];
315
- if (!shaders) {
316
- if (debug)
317
- console.error("Missing shader data", this.parser.json.extensions);
318
- else
319
- console.debug("Missing custom shader data in parser.json.extensions");
320
- return null;
321
- }
322
- if (debug)
323
- console.log(shaders);
324
- const technique = shaders.techniques[techniqueIndex];
325
- if (!technique)
326
- return null;
327
- return new Promise(async (resolve, reject) => {
328
- const bundle = await FindShaderTechniques(shaders, technique.program);
329
- const frag = bundle?.fragmentShader;
330
- const vert = bundle?.vertexShader;
331
- // console.log(techniqueIndex, shaders.techniques);
332
- if (!frag || !vert)
333
- return reject();
334
- if (debug)
335
- console.log("loadMaterial", mat, bundle);
336
- const uniforms = {};
337
- const techniqueUniforms = technique.uniforms;
338
- // BiRP time uniforms
339
- if (vert.includes("_Time") || frag.includes("_Time"))
340
- uniforms["_Time"] = { value: new Vector4(0, 0, 0, 0) };
341
- if (vert.includes("_SinTime") || frag.includes("_SinTime"))
342
- uniforms["_SinTime"] = { value: new Vector4(0, 0, 0, 0) };
343
- if (vert.includes("_CosTime") || frag.includes("_CosTime"))
344
- uniforms["_CosTime"] = { value: new Vector4(0, 0, 0, 0) };
345
- if (vert.includes("unity_DeltaTime") || frag.includes("unity_DeltaTime"))
346
- uniforms["unity_DeltaTime"] = { value: new Vector4(0, 0, 0, 0) };
347
- for (const u in techniqueUniforms) {
348
- const uniformName = u;
349
- // const uniformValues = techniqueUniforms[u];
350
- // const typeName = UniformType[uniformValues.type];
351
- switch (uniformName) {
352
- case "_TimeParameters":
353
- const timeUniform = new Vector4();
354
- uniforms[uniformName] = { value: timeUniform };
355
- break;
356
- case "hlslcc_mtx4x4unity_MatrixV":
357
- case "hlslcc_mtx4x4unity_MatrixVP":
358
- uniforms[uniformName] = { value: [] };
359
- break;
360
- case "_MainLightPosition":
361
- case "_MainLightColor":
362
- case "_WorldSpaceCameraPos":
363
- uniforms[uniformName] = { value: [0, 0, 0, 1] };
364
- break;
365
- case "unity_OrthoParams":
366
- break;
367
- case "unity_SpecCube0":
368
- uniforms[uniformName] = { value: null };
369
- break;
370
- default:
371
- case "_ScreenParams":
372
- case "_ZBufferParams":
373
- case "_ProjectionParams":
374
- uniforms[uniformName] = { value: [0, 0, 0, 0] };
375
- break;
376
- case "_CameraOpaqueTexture":
377
- case "_CameraDepthTexture":
378
- uniforms[uniformName] = { value: null };
379
- break;
380
- // switch (uniformValues.type) {
381
- // case UniformType.INT:
382
- // break;
383
- // case UniformType.FLOAT:
384
- // break;
385
- // case UniformType.FLOAT_VEC3:
386
- // console.log("VEC", uniformName);
387
- // break;
388
- // case UniformType.FLOAT_VEC4:
389
- // console.log("VEC", uniformName);
390
- // break;
391
- // case UniformType.SAMPLER_CUBE:
392
- // console.log("cube", uniformName);
393
- // break;
394
- // default:
395
- // console.log(typeName);
396
- // break;
397
- // }
398
- break;
399
- }
400
- }
401
- let isTransparent = false;
402
- if (mat.extensions && mat.extensions[NEEDLE_TECHNIQUES_WEBGL_NAME]) {
403
- const materialExtension = mat.extensions[NEEDLE_TECHNIQUES_WEBGL_NAME];
404
- if (materialExtension.technique === techniqueIndex) {
405
- if (debug)
406
- console.log(mat.name, "Material Properties", materialExtension);
407
- for (const key in materialExtension.values) {
408
- const val = materialExtension.values[key];
409
- if (typeof val === "string") {
410
- if (val.startsWith("/textures/")) {
411
- const indexString = val.substring("/textures/".length);
412
- const texIndex = Number.parseInt(indexString);
413
- if (texIndex >= 0) {
414
- const tex = await this.parser.getDependency("texture", texIndex);
415
- if (tex instanceof Texture) {
416
- // TODO: if we clone the texture here then progressive textures won't find it (and at this point there's no LOD userdata assigned yet) so the texture will not be loaded.
417
- // tex = tex.clone();
418
- tex.colorSpace = LinearSRGBColorSpace;
419
- tex.needsUpdate = true;
420
- }
421
- uniforms[key] = { value: tex };
422
- continue;
423
- }
424
- }
425
- switch (key) {
426
- case "alphaMode":
427
- if (val === "BLEND")
428
- isTransparent = true;
429
- continue;
430
- }
431
- }
432
- if (Array.isArray(val) && val.length === 4) {
433
- uniforms[key] = { value: new Vector4(val[0], val[1], val[2], val[3]) };
434
- continue;
435
- }
436
- uniforms[key] = { value: val };
437
- }
438
- }
439
- }
440
- const material = new CustomShader(this.identifier, {
441
- name: mat.name ?? "",
442
- uniforms: uniforms,
443
- vertexShader: vert,
444
- fragmentShader: frag,
445
- lights: false,
446
- // defines: {
447
- // "USE_SHADOWMAP" : true
448
- // },
449
- });
450
- material.glslVersion = GLSL3;
451
- material.vertexShader = material.vertexShader.replace("#version 300 es", "");
452
- material.fragmentShader = material.fragmentShader.replace("#version 300 es", "");
453
- const culling = uniforms["_Cull"]?.value;
454
- switch (culling) {
455
- case CullMode.Off:
456
- material.side = DoubleSide;
457
- break;
458
- case CullMode.Front:
459
- material.side = BackSide;
460
- break;
461
- case CullMode.Back:
462
- material.side = FrontSide;
463
- break;
464
- default:
465
- material.side = FrontSide;
466
- break;
467
- }
468
- const zTest = uniforms["_ZTest"]?.value;
469
- switch (zTest) {
470
- case ZTestMode.Equal:
471
- material.depthTest = true;
472
- material.depthFunc = EqualDepth;
473
- break;
474
- case ZTestMode.NotEqual:
475
- material.depthTest = true;
476
- material.depthFunc = NotEqualDepth;
477
- break;
478
- case ZTestMode.Less:
479
- material.depthTest = true;
480
- material.depthFunc = LessDepth;
481
- break;
482
- case ZTestMode.LEqual:
483
- material.depthTest = true;
484
- material.depthFunc = LessEqualDepth;
485
- break;
486
- case ZTestMode.Greater:
487
- material.depthTest = true;
488
- material.depthFunc = GreaterDepth;
489
- break;
490
- case ZTestMode.GEqual:
491
- material.depthTest = true;
492
- material.depthFunc = GreaterEqualDepth;
493
- break;
494
- case ZTestMode.Always:
495
- material.depthTest = false;
496
- material.depthFunc = AlwaysDepth;
497
- break;
498
- }
499
- material.transparent = isTransparent;
500
- if (isTransparent)
501
- material.depthWrite = false;
502
- // set spherical harmonics once
503
- SetUnitySphericalHarmonics(uniforms);
504
- // update once to test if everything is assigned
505
- material.onUpdateUniforms();
506
- for (const u in techniqueUniforms) {
507
- const uniformName = u;
508
- const type = techniqueUniforms[u].type;
509
- if (uniforms[uniformName]?.value === undefined) {
510
- switch (type) {
511
- case SHADERDATA.UniformType.SAMPLER_2D:
512
- uniforms[uniformName] = { value: whiteDefaultTexture };
513
- console.warn("Missing/unassigned texture, fallback to white: " + uniformName);
514
- break;
515
- default:
516
- if (uniformName === "unity_OrthoParams") {
517
- }
518
- else
519
- console.warn("TODO: EXPECTED UNIFORM / fallback NOT SET: " + uniformName, techniqueUniforms[u]);
520
- break;
521
- }
522
- }
523
- }
524
- if (debug)
525
- console.log(material.uuid, uniforms);
526
- createUniformProperties(material);
527
- resolve(material);
528
- });
529
- }
530
- }
531
- // when animating custom material properties (uniforms) the path resolver tries to access them via material._MyProperty.
532
- // That doesnt exist by default for custom properties
533
- // We could re-write the path in the khr path resolver but that would require it to know beforehand
534
- // if the material uses as custom shader or not
535
- // this way all properties of custom shaders are also accessible via material._MyProperty
536
- function createUniformProperties(material) {
537
- if (material.uniforms) {
538
- if (debug)
539
- console.log("Uniforms:", material.uniforms);
540
- for (const key in material.uniforms) {
541
- defineProperty(key, key);
542
- // see NE-3396
543
- switch (key) {
544
- case "_Color":
545
- defineProperty("color", key);
546
- break;
547
- // case "_Metallic":
548
- // defineProperty("metalness", key);
549
- // break;
550
- }
551
- }
552
- }
553
- function defineProperty(key, uniformsKey) {
554
- if (!Object.getOwnPropertyDescriptor(material, key)) {
555
- Object.defineProperty(material, key, {
556
- get: () => material.uniforms[uniformsKey].value,
557
- set: (value) => {
558
- material.uniforms[uniformsKey].value = value;
559
- material.needsUpdate = true;
560
- }
561
- });
562
- }
563
- }
564
- }
1
+ import { AlwaysDepth, BackSide, DoubleSide, EqualDepth, FrontSide, GLSL3, GreaterDepth, GreaterEqualDepth, LessDepth, LessEqualDepth, LinearSRGBColorSpace, Matrix4, NotEqualDepth, RawShaderMaterial, Texture, Vector3, Vector4 } from 'three';
2
+ import { Context } from '../engine_setup.js';
3
+ import { FindShaderTechniques, SetUnitySphericalHarmonics, ToUnityMatrixArray, whiteDefaultTexture } from '../engine_shaders.js';
4
+ import { getWorldPosition } from "../engine_three_utils.js";
5
+ import { getParam } from "../engine_utils.js";
6
+ import * as SHADERDATA from "../shaders/shaderData.js";
7
+ const debug = getParam("debugcustomshader");
8
+ export const NEEDLE_TECHNIQUES_WEBGL_NAME = "NEEDLE_techniques_webgl";
9
+ //@ts-ignore
10
+ var UniformType;
11
+ (function (UniformType) {
12
+ UniformType[UniformType["INT"] = 5124] = "INT";
13
+ UniformType[UniformType["FLOAT"] = 5126] = "FLOAT";
14
+ UniformType[UniformType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
15
+ UniformType[UniformType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
16
+ UniformType[UniformType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
17
+ UniformType[UniformType["INT_VEC2"] = 35667] = "INT_VEC2";
18
+ UniformType[UniformType["INT_VEC3"] = 35668] = "INT_VEC3";
19
+ UniformType[UniformType["INT_VEC4"] = 35669] = "INT_VEC4";
20
+ UniformType[UniformType["BOOL"] = 35670] = "BOOL";
21
+ UniformType[UniformType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
22
+ UniformType[UniformType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
23
+ UniformType[UniformType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
24
+ UniformType[UniformType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
25
+ UniformType[UniformType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
26
+ UniformType[UniformType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
27
+ UniformType[UniformType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
28
+ UniformType[UniformType["SAMPLER_3D"] = 35680] = "SAMPLER_3D";
29
+ UniformType[UniformType["SAMPLER_CUBE"] = 35681] = "SAMPLER_CUBE";
30
+ UniformType[UniformType["UNKNOWN"] = 0] = "UNKNOWN";
31
+ })(UniformType || (UniformType = {}));
32
+ class ObjectRendererData {
33
+ objectToWorldMatrix = new Matrix4();
34
+ worldToObjectMatrix = new Matrix4();
35
+ objectToWorld = new Array();
36
+ worldToObject = new Array();
37
+ updateFrom(obj) {
38
+ this.objectToWorldMatrix.copy(obj.matrixWorld);
39
+ ToUnityMatrixArray(this.objectToWorldMatrix, this.objectToWorld);
40
+ this.worldToObjectMatrix.copy(obj.matrixWorld).invert();
41
+ ToUnityMatrixArray(this.worldToObjectMatrix, this.worldToObject);
42
+ }
43
+ }
44
+ var CullMode;
45
+ (function (CullMode) {
46
+ CullMode[CullMode["Off"] = 0] = "Off";
47
+ CullMode[CullMode["Front"] = 1] = "Front";
48
+ CullMode[CullMode["Back"] = 2] = "Back";
49
+ })(CullMode || (CullMode = {}));
50
+ var ZTestMode;
51
+ (function (ZTestMode) {
52
+ ZTestMode[ZTestMode["Never"] = 1] = "Never";
53
+ ZTestMode[ZTestMode["Less"] = 2] = "Less";
54
+ ZTestMode[ZTestMode["Equal"] = 3] = "Equal";
55
+ ZTestMode[ZTestMode["LEqual"] = 4] = "LEqual";
56
+ ZTestMode[ZTestMode["Greater"] = 5] = "Greater";
57
+ ZTestMode[ZTestMode["NotEqual"] = 6] = "NotEqual";
58
+ ZTestMode[ZTestMode["GEqual"] = 7] = "GEqual";
59
+ ZTestMode[ZTestMode["Always"] = 8] = "Always";
60
+ })(ZTestMode || (ZTestMode = {}));
61
+ export class CustomShader extends RawShaderMaterial {
62
+ identifier;
63
+ onBeforeRenderSceneCallback = this.onBeforeRenderScene.bind(this);
64
+ clone() {
65
+ const clone = super.clone();
66
+ createUniformProperties(clone);
67
+ return clone;
68
+ }
69
+ constructor(identifier, ...args) {
70
+ super(...args);
71
+ this.identifier = identifier;
72
+ // this["normalMap"] = true;
73
+ // this.needsUpdate = true;
74
+ if (debug)
75
+ console.log(this);
76
+ //@ts-ignore - TODO: how to override and do we even need this?
77
+ this.type = "NEEDLE_CUSTOM_SHADER";
78
+ if (!this.uniforms[this._objToWorldName])
79
+ this.uniforms[this._objToWorldName] = { value: [] };
80
+ if (!this.uniforms[this._worldToObjectName])
81
+ this.uniforms[this._worldToObjectName] = { value: [] };
82
+ if (!this.uniforms[this._viewProjectionName])
83
+ this.uniforms[this._viewProjectionName] = { value: [] };
84
+ if (this.uniforms[this._sphericalHarmonicsName]) {
85
+ // this.waitForLighting();
86
+ }
87
+ if (this.depthTextureUniform || this.opaqueTextureUniform) {
88
+ Context.Current.pre_render_callbacks.push(this.onBeforeRenderSceneCallback);
89
+ }
90
+ }
91
+ dispose() {
92
+ super.dispose();
93
+ const index = Context.Current.pre_render_callbacks.indexOf(this.onBeforeRenderSceneCallback);
94
+ if (index >= 0)
95
+ Context.Current.pre_render_callbacks.splice(index, 1);
96
+ }
97
+ /* REMOVED, we don't have Lit shader support for now
98
+ async waitForLighting() {
99
+ const context: Context = Context.Current;
100
+ if (!context) {
101
+ console.error("Missing context");
102
+ return;
103
+ }
104
+ const data = await context.sceneLighting.internalGetSceneLightingData(this.identifier);
105
+ if (!data || !data.array) {
106
+ console.warn("Missing lighting data for custom shader, getSceneLightingData did not return anything");
107
+ return;
108
+ }
109
+ if (debug)
110
+ console.log(data);
111
+ const array = data.array;
112
+ const envTexture = data.texture;
113
+ // console.log(envTexture);
114
+ this.uniforms["unity_SpecCube0"] = { value: envTexture };
115
+ SetUnitySphericalHarmonics(this.uniforms, array);
116
+ const hdr = Math.sqrt(Math.PI * .5);
117
+ this.uniforms["unity_SpecCube0_HDR"] = { value: new Vector4(hdr, hdr, hdr, hdr) };
118
+ // this.needsUpdate = true;
119
+ // this.uniformsNeedUpdate = true;
120
+ if (debug) console.log("Set environment lighting", this.uniforms);
121
+ }
122
+ */
123
+ _sphericalHarmonicsName = "unity_SpecCube0";
124
+ _objToWorldName = "hlslcc_mtx4x4unity_ObjectToWorld";
125
+ _worldToObjectName = "hlslcc_mtx4x4unity_WorldToObject";
126
+ static viewProjection = new Matrix4();
127
+ static _viewProjectionValues = [];
128
+ _viewProjectionName = "hlslcc_mtx4x4unity_MatrixVP";
129
+ static viewMatrix = new Matrix4();
130
+ static _viewMatrixValues = [];
131
+ _viewMatrixName = "hlslcc_mtx4x4unity_MatrixV";
132
+ static _worldSpaceCameraPosName = "_WorldSpaceCameraPos";
133
+ static _worldSpaceCameraPos = new Vector3();
134
+ static _mainLightColor = new Vector4();
135
+ static _mainLightPosition = new Vector3();
136
+ static _lightData = new Vector4();
137
+ _rendererData = new ObjectRendererData();
138
+ get depthTextureUniform() {
139
+ if (!this.uniforms)
140
+ return undefined;
141
+ return this.uniforms["_CameraDepthTexture"];
142
+ }
143
+ get opaqueTextureUniform() {
144
+ if (!this.uniforms)
145
+ return undefined;
146
+ return this.uniforms["_CameraOpaqueTexture"];
147
+ }
148
+ onBeforeRenderScene() {
149
+ if (this.opaqueTextureUniform) {
150
+ Context.Current.setRequireColor(true);
151
+ }
152
+ if (this.depthTextureUniform) {
153
+ Context.Current.setRequireDepth(true);
154
+ }
155
+ }
156
+ onBeforeRender(_renderer, _scene, camera, _geometry, obj, _group) {
157
+ if (!_geometry.attributes["tangent"])
158
+ _geometry.computeTangents();
159
+ this.onUpdateUniforms(camera, obj);
160
+ }
161
+ onUpdateUniforms(camera, obj) {
162
+ const context = Context.Current;
163
+ // TODO cache by camera
164
+ // if (context.time.frame != this._lastFrame)
165
+ {
166
+ if (camera) {
167
+ if (CustomShader.viewProjection && this.uniforms[this._viewProjectionName]) {
168
+ CustomShader.viewProjection.copy(camera.projectionMatrix).multiply(camera.matrixWorldInverse);
169
+ ToUnityMatrixArray(CustomShader.viewProjection, CustomShader._viewProjectionValues);
170
+ }
171
+ if (CustomShader.viewMatrix && this.uniforms[this._viewMatrixName]) {
172
+ CustomShader.viewMatrix.copy(camera.matrixWorldInverse);
173
+ ToUnityMatrixArray(CustomShader.viewMatrix, CustomShader._viewMatrixValues);
174
+ }
175
+ if (this.uniforms[CustomShader._worldSpaceCameraPosName]) {
176
+ CustomShader._worldSpaceCameraPos.setFromMatrixPosition(camera.matrixWorld);
177
+ }
178
+ }
179
+ }
180
+ // this._lastFrame = context.time.frame;
181
+ if (this.uniforms["_TimeParameters"]) {
182
+ this.uniforms["_TimeParameters"].value = context.sceneLighting.timeVec4;
183
+ }
184
+ if (this.uniforms["_Time"]) {
185
+ const _time = this.uniforms["_Time"].value;
186
+ _time.x = context.sceneLighting.timeVec4.x / 20;
187
+ _time.y = context.sceneLighting.timeVec4.x;
188
+ _time.z = context.sceneLighting.timeVec4.x * 2;
189
+ _time.w = context.sceneLighting.timeVec4.x * 3;
190
+ }
191
+ if (this.uniforms["_SinTime"]) {
192
+ const _time = this.uniforms["_SinTime"].value;
193
+ _time.x = Math.sin(context.sceneLighting.timeVec4.x / 8);
194
+ _time.y = Math.sin(context.sceneLighting.timeVec4.x / 4);
195
+ _time.z = Math.sin(context.sceneLighting.timeVec4.x / 2);
196
+ _time.w = Math.sin(context.sceneLighting.timeVec4.x);
197
+ }
198
+ if (this.uniforms["_CosTime"]) {
199
+ const _time = this.uniforms["_CosTime"].value;
200
+ _time.x = Math.cos(context.sceneLighting.timeVec4.x / 8);
201
+ _time.y = Math.cos(context.sceneLighting.timeVec4.x / 4);
202
+ _time.z = Math.cos(context.sceneLighting.timeVec4.x / 2);
203
+ _time.w = Math.cos(context.sceneLighting.timeVec4.x);
204
+ }
205
+ if (this.uniforms["unity_DeltaTime"]) {
206
+ const _time = this.uniforms["unity_DeltaTime"].value;
207
+ _time.x = context.time.deltaTime;
208
+ _time.y = 1 / context.time.deltaTime;
209
+ _time.z = context.time.smoothedDeltaTime;
210
+ _time.w = 1 / context.time.smoothedDeltaTime;
211
+ }
212
+ const mainLight = context.mainLight;
213
+ if (mainLight) {
214
+ const lp = getWorldPosition(mainLight.gameObject, CustomShader._mainLightPosition);
215
+ this.uniforms["_MainLightPosition"] = { value: lp.normalize() };
216
+ CustomShader._mainLightColor.set(mainLight.color.r, mainLight.color.g, mainLight.color.b, 0);
217
+ this.uniforms["_MainLightColor"] = { value: CustomShader._mainLightColor };
218
+ const intensity = mainLight.intensity; // * (Math.PI * .5);
219
+ CustomShader._lightData.z = intensity;
220
+ this.uniforms["unity_LightData"] = { value: CustomShader._lightData };
221
+ }
222
+ if (camera) {
223
+ if (CustomShader.viewProjection && this.uniforms[this._viewProjectionName]) {
224
+ this.uniforms[this._viewProjectionName].value = CustomShader._viewProjectionValues;
225
+ }
226
+ if (CustomShader.viewMatrix && this.uniforms[this._viewMatrixName]) {
227
+ this.uniforms[this._viewMatrixName].value = CustomShader._viewMatrixValues;
228
+ }
229
+ if (this.uniforms[CustomShader._worldSpaceCameraPosName]) {
230
+ this.uniforms[CustomShader._worldSpaceCameraPosName] = { value: CustomShader._worldSpaceCameraPos };
231
+ }
232
+ if (context.mainCameraComponent) {
233
+ if (this.uniforms["_ProjectionParams"]) {
234
+ const params = this.uniforms["_ProjectionParams"].value;
235
+ params.x = 1;
236
+ params.y = context.mainCameraComponent.nearClipPlane;
237
+ params.z = context.mainCameraComponent.farClipPlane;
238
+ params.w = 1 / params.z;
239
+ this.uniforms["_ProjectionParams"].value = params;
240
+ }
241
+ if (this.uniforms["_ZBufferParams"]) {
242
+ const params = this.uniforms["_ZBufferParams"].value;
243
+ const cam = context.mainCameraComponent;
244
+ params.x = 1 - cam.farClipPlane / cam.nearClipPlane;
245
+ params.y = cam.farClipPlane / cam.nearClipPlane;
246
+ params.z = params.x / cam.farClipPlane;
247
+ params.w = params.y / cam.farClipPlane;
248
+ this.uniforms["_ZBufferParams"].value = params;
249
+ }
250
+ if (this.uniforms["_ScreenParams"]) {
251
+ const params = this.uniforms["_ScreenParams"].value;
252
+ params.x = context.domWidth;
253
+ params.y = context.domHeight;
254
+ params.z = 1.0 + 1.0 / params.x;
255
+ params.w = 1.0 + 1.0 / params.y;
256
+ this.uniforms["_ScreenParams"].value = params;
257
+ }
258
+ if (this.uniforms["_ScaledScreenParams"]) {
259
+ const params = this.uniforms["_ScaledScreenParams"].value;
260
+ params.x = context.domWidth;
261
+ params.y = context.domHeight;
262
+ params.z = 1.0 + 1.0 / params.x;
263
+ params.w = 1.0 + 1.0 / params.y;
264
+ this.uniforms["_ScaledScreenParams"].value = params;
265
+ }
266
+ }
267
+ }
268
+ const depthTexture = this.depthTextureUniform;
269
+ if (depthTexture) {
270
+ depthTexture.value = context.depthTexture;
271
+ }
272
+ const colorTexture = this.opaqueTextureUniform;
273
+ if (colorTexture) {
274
+ colorTexture.value = context.opaqueColorTexture;
275
+ }
276
+ if (obj) {
277
+ const objData = this._rendererData;
278
+ objData.updateFrom(obj);
279
+ this.uniforms[this._worldToObjectName].value = objData.worldToObject;
280
+ this.uniforms[this._objToWorldName].value = objData.objectToWorld;
281
+ }
282
+ this.uniformsNeedUpdate = true;
283
+ }
284
+ }
285
+ export class NEEDLE_techniques_webgl {
286
+ get name() {
287
+ return NEEDLE_TECHNIQUES_WEBGL_NAME;
288
+ }
289
+ parser;
290
+ identifier;
291
+ constructor(loader, identifier) {
292
+ this.parser = loader;
293
+ this.identifier = identifier;
294
+ }
295
+ loadMaterial(index) {
296
+ const mat = this.parser.json.materials[index];
297
+ if (!mat) {
298
+ if (debug)
299
+ console.log(index, this.parser.json.materials);
300
+ return null;
301
+ }
302
+ if (!mat.extensions || !mat.extensions[NEEDLE_TECHNIQUES_WEBGL_NAME]) {
303
+ if (debug)
304
+ console.log(`Material ${index} does not use NEEDLE_techniques_webgl`);
305
+ return null;
306
+ }
307
+ if (debug)
308
+ console.log(`Material ${index} uses NEEDLE_techniques_webgl`, mat);
309
+ const techniqueIndex = mat.extensions[NEEDLE_TECHNIQUES_WEBGL_NAME].technique;
310
+ if (techniqueIndex < 0) {
311
+ console.debug(`Material ${index} does not have a valid technique index`);
312
+ return null;
313
+ }
314
+ const shaders = this.parser.json.extensions[NEEDLE_TECHNIQUES_WEBGL_NAME];
315
+ if (!shaders) {
316
+ if (debug)
317
+ console.error("Missing shader data", this.parser.json.extensions);
318
+ else
319
+ console.debug("Missing custom shader data in parser.json.extensions");
320
+ return null;
321
+ }
322
+ if (debug)
323
+ console.log(shaders);
324
+ const technique = shaders.techniques[techniqueIndex];
325
+ if (!technique)
326
+ return null;
327
+ return new Promise(async (resolve, reject) => {
328
+ const bundle = await FindShaderTechniques(shaders, technique.program);
329
+ const frag = bundle?.fragmentShader;
330
+ const vert = bundle?.vertexShader;
331
+ // console.log(techniqueIndex, shaders.techniques);
332
+ if (!frag || !vert)
333
+ return reject();
334
+ if (debug)
335
+ console.log("loadMaterial", mat, bundle);
336
+ const uniforms = {};
337
+ const techniqueUniforms = technique.uniforms;
338
+ // BiRP time uniforms
339
+ if (vert.includes("_Time") || frag.includes("_Time"))
340
+ uniforms["_Time"] = { value: new Vector4(0, 0, 0, 0) };
341
+ if (vert.includes("_SinTime") || frag.includes("_SinTime"))
342
+ uniforms["_SinTime"] = { value: new Vector4(0, 0, 0, 0) };
343
+ if (vert.includes("_CosTime") || frag.includes("_CosTime"))
344
+ uniforms["_CosTime"] = { value: new Vector4(0, 0, 0, 0) };
345
+ if (vert.includes("unity_DeltaTime") || frag.includes("unity_DeltaTime"))
346
+ uniforms["unity_DeltaTime"] = { value: new Vector4(0, 0, 0, 0) };
347
+ for (const u in techniqueUniforms) {
348
+ const uniformName = u;
349
+ // const uniformValues = techniqueUniforms[u];
350
+ // const typeName = UniformType[uniformValues.type];
351
+ switch (uniformName) {
352
+ case "_TimeParameters":
353
+ const timeUniform = new Vector4();
354
+ uniforms[uniformName] = { value: timeUniform };
355
+ break;
356
+ case "hlslcc_mtx4x4unity_MatrixV":
357
+ case "hlslcc_mtx4x4unity_MatrixVP":
358
+ uniforms[uniformName] = { value: [] };
359
+ break;
360
+ case "_MainLightPosition":
361
+ case "_MainLightColor":
362
+ case "_WorldSpaceCameraPos":
363
+ uniforms[uniformName] = { value: [0, 0, 0, 1] };
364
+ break;
365
+ case "unity_OrthoParams":
366
+ break;
367
+ case "unity_SpecCube0":
368
+ uniforms[uniformName] = { value: null };
369
+ break;
370
+ default:
371
+ case "_ScreenParams":
372
+ case "_ZBufferParams":
373
+ case "_ProjectionParams":
374
+ uniforms[uniformName] = { value: [0, 0, 0, 0] };
375
+ break;
376
+ case "_CameraOpaqueTexture":
377
+ case "_CameraDepthTexture":
378
+ uniforms[uniformName] = { value: null };
379
+ break;
380
+ // switch (uniformValues.type) {
381
+ // case UniformType.INT:
382
+ // break;
383
+ // case UniformType.FLOAT:
384
+ // break;
385
+ // case UniformType.FLOAT_VEC3:
386
+ // console.log("VEC", uniformName);
387
+ // break;
388
+ // case UniformType.FLOAT_VEC4:
389
+ // console.log("VEC", uniformName);
390
+ // break;
391
+ // case UniformType.SAMPLER_CUBE:
392
+ // console.log("cube", uniformName);
393
+ // break;
394
+ // default:
395
+ // console.log(typeName);
396
+ // break;
397
+ // }
398
+ break;
399
+ }
400
+ }
401
+ let isTransparent = false;
402
+ if (mat.extensions && mat.extensions[NEEDLE_TECHNIQUES_WEBGL_NAME]) {
403
+ const materialExtension = mat.extensions[NEEDLE_TECHNIQUES_WEBGL_NAME];
404
+ if (materialExtension.technique === techniqueIndex) {
405
+ if (debug)
406
+ console.log(mat.name, "Material Properties", materialExtension);
407
+ for (const key in materialExtension.values) {
408
+ const val = materialExtension.values[key];
409
+ if (typeof val === "string") {
410
+ if (val.startsWith("/textures/")) {
411
+ const indexString = val.substring("/textures/".length);
412
+ const texIndex = Number.parseInt(indexString);
413
+ if (texIndex >= 0) {
414
+ const tex = await this.parser.getDependency("texture", texIndex);
415
+ if (tex instanceof Texture) {
416
+ // TODO: if we clone the texture here then progressive textures won't find it (and at this point there's no LOD userdata assigned yet) so the texture will not be loaded.
417
+ // tex = tex.clone();
418
+ tex.colorSpace = LinearSRGBColorSpace;
419
+ tex.needsUpdate = true;
420
+ }
421
+ uniforms[key] = { value: tex };
422
+ continue;
423
+ }
424
+ }
425
+ switch (key) {
426
+ case "alphaMode":
427
+ if (val === "BLEND")
428
+ isTransparent = true;
429
+ continue;
430
+ }
431
+ }
432
+ if (Array.isArray(val) && val.length === 4) {
433
+ uniforms[key] = { value: new Vector4(val[0], val[1], val[2], val[3]) };
434
+ continue;
435
+ }
436
+ uniforms[key] = { value: val };
437
+ }
438
+ }
439
+ }
440
+ const material = new CustomShader(this.identifier, {
441
+ name: mat.name ?? "",
442
+ uniforms: uniforms,
443
+ vertexShader: vert,
444
+ fragmentShader: frag,
445
+ lights: false,
446
+ // defines: {
447
+ // "USE_SHADOWMAP" : true
448
+ // },
449
+ });
450
+ material.glslVersion = GLSL3;
451
+ material.vertexShader = material.vertexShader.replace("#version 300 es", "");
452
+ material.fragmentShader = material.fragmentShader.replace("#version 300 es", "");
453
+ const culling = uniforms["_Cull"]?.value;
454
+ switch (culling) {
455
+ case CullMode.Off:
456
+ material.side = DoubleSide;
457
+ break;
458
+ case CullMode.Front:
459
+ material.side = BackSide;
460
+ break;
461
+ case CullMode.Back:
462
+ material.side = FrontSide;
463
+ break;
464
+ default:
465
+ material.side = FrontSide;
466
+ break;
467
+ }
468
+ const zTest = uniforms["_ZTest"]?.value;
469
+ switch (zTest) {
470
+ case ZTestMode.Equal:
471
+ material.depthTest = true;
472
+ material.depthFunc = EqualDepth;
473
+ break;
474
+ case ZTestMode.NotEqual:
475
+ material.depthTest = true;
476
+ material.depthFunc = NotEqualDepth;
477
+ break;
478
+ case ZTestMode.Less:
479
+ material.depthTest = true;
480
+ material.depthFunc = LessDepth;
481
+ break;
482
+ case ZTestMode.LEqual:
483
+ material.depthTest = true;
484
+ material.depthFunc = LessEqualDepth;
485
+ break;
486
+ case ZTestMode.Greater:
487
+ material.depthTest = true;
488
+ material.depthFunc = GreaterDepth;
489
+ break;
490
+ case ZTestMode.GEqual:
491
+ material.depthTest = true;
492
+ material.depthFunc = GreaterEqualDepth;
493
+ break;
494
+ case ZTestMode.Always:
495
+ material.depthTest = false;
496
+ material.depthFunc = AlwaysDepth;
497
+ break;
498
+ }
499
+ material.transparent = isTransparent;
500
+ if (isTransparent)
501
+ material.depthWrite = false;
502
+ // set spherical harmonics once
503
+ SetUnitySphericalHarmonics(uniforms);
504
+ // update once to test if everything is assigned
505
+ material.onUpdateUniforms();
506
+ for (const u in techniqueUniforms) {
507
+ const uniformName = u;
508
+ const type = techniqueUniforms[u].type;
509
+ if (uniforms[uniformName]?.value === undefined) {
510
+ switch (type) {
511
+ case SHADERDATA.UniformType.SAMPLER_2D:
512
+ uniforms[uniformName] = { value: whiteDefaultTexture };
513
+ console.warn("Missing/unassigned texture, fallback to white: " + uniformName);
514
+ break;
515
+ default:
516
+ if (uniformName === "unity_OrthoParams") {
517
+ }
518
+ else
519
+ console.warn("TODO: EXPECTED UNIFORM / fallback NOT SET: " + uniformName, techniqueUniforms[u]);
520
+ break;
521
+ }
522
+ }
523
+ }
524
+ if (debug)
525
+ console.log(material.uuid, uniforms);
526
+ createUniformProperties(material);
527
+ resolve(material);
528
+ });
529
+ }
530
+ }
531
+ // when animating custom material properties (uniforms) the path resolver tries to access them via material._MyProperty.
532
+ // That doesnt exist by default for custom properties
533
+ // We could re-write the path in the khr path resolver but that would require it to know beforehand
534
+ // if the material uses as custom shader or not
535
+ // this way all properties of custom shaders are also accessible via material._MyProperty
536
+ function createUniformProperties(material) {
537
+ if (material.uniforms) {
538
+ if (debug)
539
+ console.log("Uniforms:", material.uniforms);
540
+ for (const key in material.uniforms) {
541
+ defineProperty(key, key);
542
+ // see NE-3396
543
+ switch (key) {
544
+ case "_Color":
545
+ defineProperty("color", key);
546
+ break;
547
+ // case "_Metallic":
548
+ // defineProperty("metalness", key);
549
+ // break;
550
+ }
551
+ }
552
+ }
553
+ function defineProperty(key, uniformsKey) {
554
+ if (!Object.getOwnPropertyDescriptor(material, key)) {
555
+ Object.defineProperty(material, key, {
556
+ get: () => material.uniforms[uniformsKey].value,
557
+ set: (value) => {
558
+ material.uniforms[uniformsKey].value = value;
559
+ material.needsUpdate = true;
560
+ }
561
+ });
562
+ }
563
+ }
564
+ }
565
565
  //# sourceMappingURL=NEEDLE_techniques_webgl.js.map