@onerjs/core 8.23.12 → 8.25.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Behaviors/Meshes/index.d.ts +1 -0
- package/Behaviors/Meshes/index.js +1 -0
- package/Behaviors/Meshes/index.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +6 -34
- package/Behaviors/Meshes/pointerDragBehavior.js +0 -12
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragEvents.d.ts +38 -0
- package/Behaviors/Meshes/pointerDragEvents.js +2 -0
- package/Behaviors/Meshes/pointerDragEvents.js.map +1 -0
- package/Buffers/storageBuffer.d.ts +6 -0
- package/Buffers/storageBuffer.js +8 -0
- package/Buffers/storageBuffer.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.d.ts +2 -1
- package/Engines/Extensions/engine.multiRender.js +12 -7
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.multiview.js +5 -5
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +12 -7
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +6 -0
- package/Engines/WebGPU/webgpuDrawContext.js +9 -0
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/abstractEngine.js +3 -3
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +4 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/engineFactory.d.ts +4 -1
- package/Engines/engineFactory.js.map +1 -1
- package/Engines/nativeEngine.js +2 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +2 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +17 -0
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +7 -0
- package/Engines/webgpuEngine.js +19 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +12 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +52 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +0 -3
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +7 -2
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +4 -0
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +7 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js +11 -2
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +6 -6
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +27 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +76 -8
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +2 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.js +0 -7
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderTarget.js +1 -1
- package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
- package/Gizmos/cameraGizmo.js +2 -2
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/lightGizmo.js +2 -2
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +7 -6
- package/Gizmos/positionGizmo.js +3 -9
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +7 -6
- package/Gizmos/rotationGizmo.js +3 -9
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +7 -6
- package/Gizmos/scaleGizmo.js +3 -9
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.d.ts +2 -0
- package/Instrumentation/sceneInstrumentation.js +58 -32
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.d.ts +102 -0
- package/Lights/Clustered/clusteredLightContainer.js +487 -0
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.d.ts +34 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.js +47 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.js.map +1 -0
- package/Lights/Clustered/index.d.ts +6 -0
- package/Lights/Clustered/index.js +7 -0
- package/Lights/Clustered/index.js.map +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +10 -8
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/index.d.ts +1 -0
- package/Lights/index.js +1 -0
- package/Lights/index.js.map +1 -1
- package/Lights/light.d.ts +7 -1
- package/Lights/light.js +7 -1
- package/Lights/light.js.map +1 -1
- package/Lights/lightConstants.d.ts +4 -0
- package/Lights/lightConstants.js +4 -0
- package/Lights/lightConstants.js.map +1 -1
- package/Lights/spotLight.d.ts +6 -3
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +0 -5
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +3 -2
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +5 -0
- package/Materials/Textures/renderTargetTexture.js +9 -0
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/materialHelper.functions.d.ts +2 -1
- package/Materials/materialHelper.functions.js +12 -4
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/standardMaterial.js +4 -3
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +7 -4
- package/Materials/uniformBuffer.js +37 -15
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.vector.d.ts +1 -1
- package/Maths/math.vector.js +2 -2
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +25 -0
- package/Meshes/abstractMesh.hotSpot.js +37 -25
- package/Meshes/abstractMesh.hotSpot.js.map +1 -1
- package/Meshes/abstractMesh.js +4 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg2.js +6 -4
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/geometry.js +1 -1
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/instancedMesh.d.ts +1 -0
- package/Meshes/instancedMesh.js +3 -0
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/linesMesh.d.ts +5 -3
- package/Meshes/linesMesh.js +27 -8
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +0 -19
- package/Meshes/mesh.js +2 -26
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +2 -2
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Misc/dumpTools.d.ts +1 -1
- package/Misc/dumpTools.js +23 -14
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/fileTools.js +8 -1
- package/Misc/fileTools.js.map +1 -1
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/khronosTextureContainer2.js +16 -7
- package/Misc/khronosTextureContainer2.js.map +1 -1
- package/Misc/lazy.d.ts +16 -0
- package/Misc/lazy.js +25 -0
- package/Misc/lazy.js.map +1 -0
- package/Misc/screenshotTools.js +1 -1
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/snapshotRenderingHelper.d.ts +6 -3
- package/Misc/snapshotRenderingHelper.js +37 -6
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +4 -0
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +4 -0
- package/Particles/Node/Blocks/Emitters/createParticleBlock.js +17 -3
- package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +0 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.d.ts +31 -0
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js +67 -0
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js.map +1 -0
- package/Particles/Node/Blocks/index.d.ts +1 -0
- package/Particles/Node/Blocks/index.js +1 -0
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/Blocks/particleInputBlock.js +1 -0
- package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +2 -2
- package/Particles/Node/Blocks/particleSourceTextureBlock.js +3 -3
- package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
- package/Particles/Node/Blocks/systemBlock.d.ts +3 -0
- package/Particles/Node/Blocks/systemBlock.js +3 -0
- package/Particles/Node/Blocks/systemBlock.js.map +1 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
- package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.js +3 -1
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.d.ts +2 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +118 -61
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +1 -0
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/particle.d.ts +8 -0
- package/Particles/particle.js +10 -0
- package/Particles/particle.js.map +1 -1
- package/Particles/particleSystem.d.ts +2 -4
- package/Particles/particleSystem.js +2 -4
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +6 -0
- package/Particles/thinParticleSystem.function.d.ts +2 -0
- package/Particles/thinParticleSystem.function.js +3 -0
- package/Particles/thinParticleSystem.function.js.map +1 -1
- package/Particles/thinParticleSystem.js +15 -5
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +33 -3
- package/Rendering/objectRenderer.js +164 -38
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
- package/Shaders/ShadersInclude/clusteredLightingFunctions.js +19 -0
- package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/helperFunctions.js +6 -1
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +33 -1
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -0
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js +5 -0
- package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js +2 -0
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js +20 -0
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.d.ts +7 -0
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +125 -0
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -0
- package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
- package/Shaders/default.fragment.js +5 -0
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/default.vertex.js +6 -0
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/lightProxy.fragment.d.ts +5 -0
- package/Shaders/lightProxy.fragment.js +13 -0
- package/Shaders/lightProxy.fragment.js.map +1 -0
- package/Shaders/lightProxy.vertex.d.ts +8 -0
- package/Shaders/lightProxy.vertex.js +19 -0
- package/Shaders/lightProxy.vertex.js.map +1 -0
- package/Shaders/pbr.fragment.d.ts +1 -0
- package/Shaders/pbr.fragment.js +4 -0
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Shaders/pbr.vertex.js +6 -0
- package/Shaders/pbr.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js +24 -0
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightFragment.js +33 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +6 -0
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +3 -0
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +22 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +2 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +115 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +5 -0
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/default.vertex.js +6 -0
- package/ShadersWGSL/default.vertex.js.map +1 -1
- package/ShadersWGSL/lightProxy.fragment.d.ts +5 -0
- package/ShadersWGSL/lightProxy.fragment.js +13 -0
- package/ShadersWGSL/lightProxy.fragment.js.map +1 -0
- package/ShadersWGSL/lightProxy.vertex.d.ts +7 -0
- package/ShadersWGSL/lightProxy.vertex.js +19 -0
- package/ShadersWGSL/lightProxy.vertex.js.map +1 -0
- package/ShadersWGSL/pbr.vertex.js +6 -0
- package/ShadersWGSL/pbr.vertex.js.map +1 -1
- package/Sprites/spriteManager.d.ts +5 -0
- package/Sprites/spriteManager.js +6 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +5 -2
- package/Sprites/spriteRenderer.js.map +1 -1
- package/States/alphaCullingState.d.ts +3 -1
- package/States/alphaCullingState.js +39 -37
- package/States/alphaCullingState.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +28 -1
- package/scene.js +198 -34
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +2 -0
- package/sceneComponent.js +2 -0
- package/sceneComponent.js.map +1 -1
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type { IDisposable, Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, TmpVectors, Matrix } from \"../Maths/math.vector\";\r\nimport { Sprite } from \"./sprite\";\r\nimport { SpriteSceneComponent } from \"./spriteSceneComponent\";\r\nimport type { InternalSpriteAugmentedScene } from \"./spriteSceneComponent\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\nimport type { SpriteRendererOptions } from \"./spriteRenderer\";\r\nimport { SpriteRenderer } from \"./spriteRenderer\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport type { Ray } from \"../Culling/ray\";\r\n\r\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Reflect\r\ndeclare const Reflect: any;\r\n\r\n/**\r\n * Defines the minimum interface to fulfill in order to be a sprite manager.\r\n */\r\nexport interface ISpriteManager extends IDisposable {\r\n /**\r\n * Gets or sets the unique id of the sprite manager\r\n */\r\n uniqueId: number;\r\n\r\n /**\r\n * Gets manager's name\r\n */\r\n name: string;\r\n\r\n /**\r\n * Restricts the camera to viewing objects with the same layerMask.\r\n * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0\r\n */\r\n layerMask: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true\r\n */\r\n isPickable: boolean;\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * Specifies the rendering group id for this mesh (0 by default)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering#rendering-groups\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * Defines the list of sprites managed by the manager.\r\n */\r\n sprites: Array<Sprite>;\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n texture: Texture;\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n cellWidth: number;\r\n /** Defines the default height of a cell in the spritesheet */\r\n cellHeight: number;\r\n\r\n /** @internal */\r\n _wasDispatched: boolean;\r\n\r\n /**\r\n * Tests the intersection of a sprite with a specific ray.\r\n * @param ray The ray we are sending to test the collision\r\n * @param camera The camera space we are sending rays in\r\n * @param predicate A predicate allowing excluding sprites from the list of object to test\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @returns picking info or null.\r\n */\r\n intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;\r\n\r\n /**\r\n * Renders the list of sprites on screen.\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n rebuild(): void;\r\n\r\n /**\r\n * Serializes the sprite manager to a JSON object\r\n */\r\n serialize(serializeTexture?: boolean): any;\r\n}\r\n\r\n/**\r\n * Options for the SpriteManager\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SpriteManagerOptions {\r\n /** Options for the sprite renderer */\r\n spriteRendererOptions: SpriteRendererOptions;\r\n}\r\n\r\n/**\r\n * Class used to manage multiple sprites on the same spritesheet\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites\r\n */\r\nexport class SpriteManager implements ISpriteManager {\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /** Snippet ID if the manager was created from the snippet server */\r\n public snippetId: string;\r\n\r\n /** Gets the list of sprites */\r\n public sprites: Sprite[] = [];\r\n /** Gets or sets the rendering group id (0 by default) */\r\n public renderingGroupId = 0;\r\n /** Gets or sets camera layer mask */\r\n public layerMask: number = 0x0fffffff;\r\n /** Gets or sets a boolean indicating if the sprites are pickable */\r\n public isPickable = false;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the sprite manager\r\n */\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _wasDispatched = false;\r\n\r\n /**\r\n * An event triggered when the manager is disposed.\r\n */\r\n public onDisposeObservable = new Observable<SpriteManager>();\r\n\r\n /**\r\n * Callback called when the manager is disposed\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the sprite\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets the array of sprites\r\n */\r\n public get children() {\r\n return this.sprites;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._spriteRenderer.capacity;\r\n }\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n public get texture(): Texture {\r\n return this._spriteRenderer.texture as Texture;\r\n }\r\n public set texture(value: Texture) {\r\n value.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n value.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._spriteRenderer.texture = value;\r\n this._textureContent = null;\r\n }\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n public get cellWidth(): number {\r\n return this._spriteRenderer.cellWidth;\r\n }\r\n public set cellWidth(value: number) {\r\n this._spriteRenderer.cellWidth = value;\r\n }\r\n\r\n /** Defines the default height of a cell in the spritesheet */\r\n public get cellHeight(): number {\r\n return this._spriteRenderer.cellHeight;\r\n }\r\n public set cellHeight(value: number) {\r\n this._spriteRenderer.cellHeight = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */\r\n public get fogEnabled(): boolean {\r\n return this._spriteRenderer.fogEnabled;\r\n }\r\n public set fogEnabled(value: boolean) {\r\n this._spriteRenderer.fogEnabled = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the manager must use logarithmic depth when rendering */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._spriteRenderer.useLogarithmicDepth;\r\n }\r\n public set useLogarithmicDepth(value: boolean) {\r\n this._spriteRenderer.useLogarithmicDepth = value;\r\n }\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public get blendMode() {\r\n return this._spriteRenderer.blendMode;\r\n }\r\n public set blendMode(blendMode: number) {\r\n this._spriteRenderer.blendMode = blendMode;\r\n }\r\n\r\n private _disableDepthWrite: boolean = false;\r\n /** Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public get disableDepthWrite() {\r\n return this._disableDepthWrite;\r\n }\r\n\r\n public set disableDepthWrite(value: boolean) {\r\n this._disableDepthWrite = value;\r\n this._spriteRenderer.disableDepthWrite = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * In this mode, sprites are rendered as \"pixel art\", which means that they appear as pixelated but remain stable when moving or when rotated or scaled.\r\n * Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!\r\n */\r\n public get pixelPerfect() {\r\n return this._spriteRenderer.pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n this._spriteRenderer.pixelPerfect = value;\r\n if (value && this.texture.samplingMode !== Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\r\n this.texture.updateSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE);\r\n }\r\n }\r\n\r\n private _spriteRenderer: SpriteRenderer;\r\n /** Associative array from JSON sprite data file */\r\n private _cellData: any;\r\n /** Array of sprite names from JSON sprite data file */\r\n private _spriteMap: Array<string>;\r\n /** True when packed cell data from JSON file is ready*/\r\n private _packedAndReady: boolean = false;\r\n private _textureContent: Nullable<Uint8Array>;\r\n private _onDisposeObserver: Nullable<Observer<SpriteManager>>;\r\n private _fromPacked: boolean;\r\n private _scene: InternalSpriteAugmentedScene;\r\n\r\n /**\r\n * Creates a new sprite manager\r\n * @param name defines the manager's name\r\n * @param imgUrl defines the sprite sheet url\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param cellSize defines the size of a sprite cell\r\n * @param scene defines the hosting scene\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param samplingMode defines the sampling mode to use with spritesheet\r\n * @param fromPacked set to false; do not alter\r\n * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter\r\n * @param options options used to create the SpriteManager instance\r\n */\r\n constructor(\r\n /** defines the manager's name */\r\n public name: string,\r\n imgUrl: string,\r\n capacity: number,\r\n cellSize: any,\r\n scene: Scene,\r\n epsilon: number = 0.01,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n fromPacked: boolean = false,\r\n spriteJSON: null | string = null,\r\n options?: SpriteManagerOptions\r\n ) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene!;\r\n }\r\n\r\n if (!scene._getComponent(SceneComponentConstants.NAME_SPRITE)) {\r\n scene._addComponent(new SpriteSceneComponent(scene));\r\n }\r\n this._fromPacked = fromPacked;\r\n\r\n this._scene = scene as InternalSpriteAugmentedScene;\r\n const engine = this._scene.getEngine();\r\n this._spriteRenderer = new SpriteRenderer(engine, capacity, epsilon, scene, options?.spriteRendererOptions);\r\n\r\n if (cellSize.width && cellSize.height) {\r\n this.cellWidth = cellSize.width;\r\n this.cellHeight = cellSize.height;\r\n } else if (cellSize !== undefined) {\r\n this.cellWidth = cellSize;\r\n this.cellHeight = cellSize;\r\n } else {\r\n this._spriteRenderer = <any>null;\r\n return;\r\n }\r\n\r\n this._scene.spriteManagers && this._scene.spriteManagers.push(this);\r\n this.uniqueId = this.scene.getUniqueId();\r\n\r\n if (imgUrl) {\r\n this.texture = new Texture(imgUrl, scene, true, false, samplingMode);\r\n }\r\n\r\n if (this._fromPacked) {\r\n this._makePacked(imgUrl, spriteJSON);\r\n }\r\n\r\n this._scene._onNewSpriteManagerAddedObservable?.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Returns the string \"SpriteManager\"\r\n * @returns \"SpriteManager\"\r\n */\r\n public getClassName(): string {\r\n return \"SpriteManager\";\r\n }\r\n\r\n private _makePacked(imgUrl: string, spriteJSON: any) {\r\n if (spriteJSON !== null) {\r\n try {\r\n //Get the JSON and Check its structure. If its an array parse it if its a JSON string etc...\r\n let celldata: any;\r\n if (typeof spriteJSON === \"string\") {\r\n celldata = JSON.parse(spriteJSON);\r\n } else {\r\n celldata = spriteJSON;\r\n }\r\n\r\n if (celldata.frames.length) {\r\n const frametemp: any = {};\r\n for (let i = 0; i < celldata.frames.length; i++) {\r\n const _f = celldata.frames[i];\r\n if (typeof Object.keys(_f)[0] !== \"string\") {\r\n throw new Error(\"Invalid JSON Format. Check the frame values and make sure the name is the first parameter.\");\r\n }\r\n\r\n const name: string = _f[Object.keys(_f)[0]];\r\n frametemp[name] = _f;\r\n }\r\n celldata.frames = frametemp;\r\n }\r\n\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON from string. Spritesheet managed with constant cell size.\");\r\n }\r\n } else {\r\n const re = /\\./g;\r\n let li: number;\r\n do {\r\n li = re.lastIndex;\r\n re.test(imgUrl);\r\n } while (re.lastIndex > 0);\r\n const jsonUrl = imgUrl.substring(0, li - 1) + \".json\";\r\n const onerror = () => {\r\n Logger.Error(\"JSON ERROR: Unable to load JSON file.\");\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n };\r\n const onload = (data: string | ArrayBuffer) => {\r\n try {\r\n const celldata = JSON.parse(data as string);\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON format. Please check documentation for format specifications.\");\r\n }\r\n };\r\n Tools.LoadFile(jsonUrl, onload, undefined, undefined, false, onerror);\r\n }\r\n }\r\n\r\n private _checkTextureAlpha(sprite: Sprite, ray: Ray, distance: number, min: Vector3, max: Vector3) {\r\n if (!sprite.useAlphaForPicking || !this.texture?.isReady()) {\r\n return true;\r\n }\r\n\r\n const textureSize = this.texture.getSize();\r\n if (!this._textureContent) {\r\n this._textureContent = new Uint8Array(textureSize.width * textureSize.height * 4);\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this.texture.readPixels(0, 0, this._textureContent);\r\n }\r\n\r\n const contactPoint = TmpVectors.Vector3[0];\r\n\r\n contactPoint.copyFrom(ray.direction);\r\n\r\n contactPoint.normalize();\r\n contactPoint.scaleInPlace(distance);\r\n contactPoint.addInPlace(ray.origin);\r\n\r\n const contactPointU = (contactPoint.x - min.x) / (max.x - min.x);\r\n const contactPointV = 1.0 - (contactPoint.y - min.y) / (max.y - min.y);\r\n\r\n const u = (sprite._xOffset * textureSize.width + contactPointU * sprite._xSize) | 0;\r\n const v = (sprite._yOffset * textureSize.height + contactPointV * sprite._ySize) | 0;\r\n\r\n const alpha = this._textureContent[(u + v * textureSize.width) * 4 + 3];\r\n\r\n return alpha > 0.5;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)\r\n * @returns null if no hit or a PickingInfo\r\n */\r\n public intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance = Number.MAX_VALUE;\r\n let currentSprite: Nullable<Sprite> = null;\r\n const pickedPoint = TmpVectors.Vector3[0];\r\n const cameraSpacePosition = TmpVectors.Vector3[1];\r\n const cameraView = camera.getViewMatrix();\r\n let activeRay: Ray = ray;\r\n let pickedRay: Ray = ray;\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n if (sprite.angle) {\r\n // Create a rotation matrix to rotate the ray to the sprite's rotation\r\n Matrix.TranslationToRef(-cameraSpacePosition.x, -cameraSpacePosition.y, 0, TmpVectors.Matrix[1]);\r\n Matrix.TranslationToRef(cameraSpacePosition.x, cameraSpacePosition.y, 0, TmpVectors.Matrix[2]);\r\n Matrix.RotationZToRef(-sprite.angle, TmpVectors.Matrix[3]);\r\n\r\n // inv translation x rotation x translation\r\n TmpVectors.Matrix[1].multiplyToRef(TmpVectors.Matrix[3], TmpVectors.Matrix[4]);\r\n TmpVectors.Matrix[4].multiplyToRef(TmpVectors.Matrix[2], TmpVectors.Matrix[0]);\r\n\r\n activeRay = ray.clone();\r\n Vector3.TransformCoordinatesToRef(ray.origin, TmpVectors.Matrix[0], activeRay.origin);\r\n Vector3.TransformNormalToRef(ray.direction, TmpVectors.Matrix[0], activeRay.direction);\r\n } else {\r\n activeRay = ray;\r\n }\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (activeRay.intersectsBoxMinMax(min, max)) {\r\n const currentDistance = Vector3.Distance(cameraSpacePosition, activeRay.origin);\r\n\r\n if (distance > currentDistance) {\r\n if (!this._checkTextureAlpha(sprite, activeRay, currentDistance, min, max)) {\r\n continue;\r\n }\r\n\r\n pickedRay = activeRay;\r\n distance = currentDistance;\r\n currentSprite = sprite;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (currentSprite) {\r\n const result = new PickingInfo();\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = currentSprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(pickedRay.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n pickedRay.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n\r\n return result;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n public multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance: number;\r\n const results: Nullable<PickingInfo[]> = [];\r\n const pickedPoint = TmpVectors.Vector3[0].copyFromFloats(0, 0, 0);\r\n const cameraSpacePosition = TmpVectors.Vector3[1].copyFromFloats(0, 0, 0);\r\n const cameraView = camera.getViewMatrix();\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (ray.intersectsBoxMinMax(min, max)) {\r\n distance = Vector3.Distance(cameraSpacePosition, ray.origin);\r\n\r\n if (!this._checkTextureAlpha(sprite, ray, distance, min, max)) {\r\n continue;\r\n }\r\n\r\n const result = new PickingInfo();\r\n results.push(result);\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = sprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(ray.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n ray.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n }\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n */\r\n public render(): void {\r\n // Check\r\n if (this._fromPacked && (!this._packedAndReady || !this._spriteMap || !this._cellData)) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const deltaTime = engine.getDeltaTime();\r\n if (this._packedAndReady) {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix(), this._customUpdate);\r\n } else {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix());\r\n }\r\n }\r\n\r\n private _customUpdate = (sprite: ThinSprite, baseSize: ISize): void => {\r\n if (!sprite.cellRef) {\r\n sprite.cellIndex = 0;\r\n }\r\n const num = sprite.cellIndex;\r\n if (typeof num === \"number\" && isFinite(num) && Math.floor(num) === num) {\r\n sprite.cellRef = this._spriteMap[sprite.cellIndex];\r\n }\r\n sprite._xOffset = this._cellData[sprite.cellRef].frame.x / baseSize.width;\r\n sprite._yOffset = this._cellData[sprite.cellRef].frame.y / baseSize.height;\r\n sprite._xSize = this._cellData[sprite.cellRef].frame.w;\r\n sprite._ySize = this._cellData[sprite.cellRef].frame.h;\r\n };\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n this._spriteRenderer?.rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._spriteRenderer) {\r\n this._spriteRenderer.dispose();\r\n (<any>this._spriteRenderer) = null;\r\n }\r\n\r\n this._textureContent = null;\r\n\r\n // Remove from scene\r\n if (this._scene.spriteManagers) {\r\n const index = this._scene.spriteManagers.indexOf(this);\r\n this._scene.spriteManagers.splice(index, 1);\r\n this._scene._onSpriteManagerRemovedObservable?.notifyObservers(this);\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this.metadata = null;\r\n }\r\n\r\n /**\r\n * Serializes the sprite manager to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n public serialize(serializeTexture = false): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.capacity = this.capacity;\r\n serializationObject.cellWidth = this.cellWidth;\r\n serializationObject.cellHeight = this.cellHeight;\r\n serializationObject.fogEnabled = this.fogEnabled;\r\n serializationObject.blendMode = this.blendMode;\r\n serializationObject.disableDepthWrite = this.disableDepthWrite;\r\n serializationObject.pixelPerfect = this.pixelPerfect;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\r\n\r\n if (this.texture) {\r\n if (serializeTexture) {\r\n serializationObject.texture = this.texture.serialize();\r\n } else {\r\n serializationObject.textureUrl = this.texture.name;\r\n serializationObject.invertY = this.texture._invertY;\r\n }\r\n }\r\n\r\n serializationObject.sprites = [];\r\n\r\n for (const sprite of this.sprites) {\r\n serializationObject.sprites.push(sprite.serialize());\r\n }\r\n\r\n serializationObject.metadata = this.metadata;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a new sprite manager.\r\n * @param parsedManager The JSON object to parse\r\n * @param scene The scene to create the sprite manager\r\n * @param rootUrl The root url to use to load external dependencies like texture\r\n * @returns the new sprite manager\r\n */\r\n public static Parse(parsedManager: any, scene: Scene, rootUrl: string): SpriteManager {\r\n const manager = new SpriteManager(\r\n parsedManager.name,\r\n \"\",\r\n parsedManager.capacity,\r\n {\r\n width: parsedManager.cellWidth,\r\n height: parsedManager.cellHeight,\r\n },\r\n scene\r\n );\r\n\r\n if (parsedManager.fogEnabled !== undefined) {\r\n manager.fogEnabled = parsedManager.fogEnabled;\r\n }\r\n if (parsedManager.blendMode !== undefined) {\r\n manager.blendMode = parsedManager.blendMode;\r\n }\r\n if (parsedManager.disableDepthWrite !== undefined) {\r\n manager.disableDepthWrite = parsedManager.disableDepthWrite;\r\n }\r\n if (parsedManager.pixelPerfect !== undefined) {\r\n manager.pixelPerfect = parsedManager.pixelPerfect;\r\n }\r\n if (parsedManager.useLogarithmicDepth !== undefined) {\r\n manager.useLogarithmicDepth = parsedManager.useLogarithmicDepth;\r\n }\r\n\r\n if (parsedManager.metadata !== undefined) {\r\n manager.metadata = parsedManager.metadata;\r\n }\r\n\r\n if (parsedManager.texture) {\r\n manager.texture = Texture.Parse(parsedManager.texture, scene, rootUrl) as Texture;\r\n } else if (parsedManager.textureName) {\r\n manager.texture = new Texture(rootUrl + parsedManager.textureUrl, scene, false, parsedManager.invertY !== undefined ? parsedManager.invertY : true);\r\n }\r\n\r\n for (const parsedSprite of parsedManager.sprites) {\r\n Sprite.Parse(parsedSprite, manager);\r\n }\r\n\r\n return manager;\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved in a remote file\r\n * @param name defines the name of the sprite manager to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static async ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n return await new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the sprite manager\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public static ParseFromSnippetAsync(snippetId: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(new SpriteManager(\"Default sprite manager\", \"//playground.babylonjs.com/textures/player.png\", 500, 64, scene));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.spriteManager);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @deprecated Please use ParseFromSnippetAsync instead\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static CreateFromSnippetAsync = SpriteManager.ParseFromSnippetAsync;\r\n}\r\n"]}
|
|
1
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+
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type { IDisposable, Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, TmpVectors, Matrix } from \"../Maths/math.vector\";\r\nimport { Sprite } from \"./sprite\";\r\nimport { SpriteSceneComponent } from \"./spriteSceneComponent\";\r\nimport type { InternalSpriteAugmentedScene } from \"./spriteSceneComponent\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\nimport type { SpriteRendererOptions } from \"./spriteRenderer\";\r\nimport { SpriteRenderer } from \"./spriteRenderer\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport type { Ray } from \"../Culling/ray\";\r\n\r\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Reflect\r\ndeclare const Reflect: any;\r\n\r\n/**\r\n * Defines the minimum interface to fulfill in order to be a sprite manager.\r\n */\r\nexport interface ISpriteManager extends IDisposable {\r\n /**\r\n * Gets or sets the unique id of the sprite manager\r\n */\r\n uniqueId: number;\r\n\r\n /**\r\n * Gets manager's name\r\n */\r\n name: string;\r\n\r\n /**\r\n * Restricts the camera to viewing objects with the same layerMask.\r\n * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0\r\n */\r\n layerMask: number;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true\r\n */\r\n isPickable: boolean;\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n scene: Scene;\r\n\r\n /**\r\n * Specifies the rendering group id for this mesh (0 by default)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering#rendering-groups\r\n */\r\n renderingGroupId: number;\r\n\r\n /**\r\n * Defines the list of sprites managed by the manager.\r\n */\r\n sprites: Array<Sprite>;\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n texture: Texture;\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n cellWidth: number;\r\n /** Defines the default height of a cell in the spritesheet */\r\n cellHeight: number;\r\n\r\n /** @internal */\r\n _wasDispatched: boolean;\r\n\r\n /**\r\n * Tests the intersection of a sprite with a specific ray.\r\n * @param ray The ray we are sending to test the collision\r\n * @param camera The camera space we are sending rays in\r\n * @param predicate A predicate allowing excluding sprites from the list of object to test\r\n * @param fastCheck defines if the first intersection will be used (and not the closest)\r\n * @returns picking info or null.\r\n */\r\n intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;\r\n\r\n /**\r\n * Renders the list of sprites on screen.\r\n */\r\n render(): void;\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n rebuild(): void;\r\n\r\n /**\r\n * Serializes the sprite manager to a JSON object\r\n */\r\n serialize(serializeTexture?: boolean): any;\r\n}\r\n\r\n/**\r\n * Options for the SpriteManager\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SpriteManagerOptions {\r\n /** Options for the sprite renderer */\r\n spriteRendererOptions: SpriteRendererOptions;\r\n}\r\n\r\n/**\r\n * Class used to manage multiple sprites on the same spritesheet\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites\r\n */\r\nexport class SpriteManager implements ISpriteManager {\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /** Snippet ID if the manager was created from the snippet server */\r\n public snippetId: string;\r\n\r\n /** Gets the list of sprites */\r\n public sprites: Sprite[] = [];\r\n /** Gets or sets the rendering group id (0 by default) */\r\n public renderingGroupId = 0;\r\n /** Gets or sets camera layer mask */\r\n public layerMask: number = 0x0fffffff;\r\n /** Gets or sets a boolean indicating if the sprites are pickable */\r\n public isPickable = false;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the sprite manager\r\n */\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _wasDispatched = false;\r\n\r\n /**\r\n * An event triggered when the manager is disposed.\r\n */\r\n public onDisposeObservable = new Observable<SpriteManager>();\r\n\r\n /**\r\n * Callback called when the manager is disposed\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the sprite\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets the array of sprites\r\n */\r\n public get children() {\r\n return this.sprites;\r\n }\r\n\r\n /**\r\n * Gets the hosting scene\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._spriteRenderer.capacity;\r\n }\r\n\r\n /**\r\n * Gets or sets the spritesheet texture\r\n */\r\n public get texture(): Texture {\r\n return this._spriteRenderer.texture as Texture;\r\n }\r\n public set texture(value: Texture) {\r\n value.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n value.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._spriteRenderer.texture = value;\r\n this._textureContent = null;\r\n }\r\n\r\n /** Defines the default width of a cell in the spritesheet */\r\n public get cellWidth(): number {\r\n return this._spriteRenderer.cellWidth;\r\n }\r\n public set cellWidth(value: number) {\r\n this._spriteRenderer.cellWidth = value;\r\n }\r\n\r\n /** Defines the default height of a cell in the spritesheet */\r\n public get cellHeight(): number {\r\n return this._spriteRenderer.cellHeight;\r\n }\r\n public set cellHeight(value: number) {\r\n this._spriteRenderer.cellHeight = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */\r\n public get fogEnabled(): boolean {\r\n return this._spriteRenderer.fogEnabled;\r\n }\r\n public set fogEnabled(value: boolean) {\r\n this._spriteRenderer.fogEnabled = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the manager must use logarithmic depth when rendering */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._spriteRenderer.useLogarithmicDepth;\r\n }\r\n public set useLogarithmicDepth(value: boolean) {\r\n this._spriteRenderer.useLogarithmicDepth = value;\r\n }\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public get blendMode() {\r\n return this._spriteRenderer.blendMode;\r\n }\r\n public set blendMode(blendMode: number) {\r\n this._spriteRenderer.blendMode = blendMode;\r\n }\r\n\r\n private _disableDepthWrite: boolean = false;\r\n /** Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public get disableDepthWrite() {\r\n return this._disableDepthWrite;\r\n }\r\n\r\n public set disableDepthWrite(value: boolean) {\r\n this._disableDepthWrite = value;\r\n this._spriteRenderer.disableDepthWrite = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * In this mode, sprites are rendered as \"pixel art\", which means that they appear as pixelated but remain stable when moving or when rotated or scaled.\r\n * Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!\r\n */\r\n public get pixelPerfect() {\r\n return this._spriteRenderer.pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n this._spriteRenderer.pixelPerfect = value;\r\n if (value && this.texture.samplingMode !== Constants.TEXTURE_TRILINEAR_SAMPLINGMODE) {\r\n this.texture.updateSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the sprite renderer associated with this manager\r\n */\r\n public get spriteRenderer() {\r\n return this._spriteRenderer;\r\n }\r\n\r\n private _spriteRenderer: SpriteRenderer;\r\n /** Associative array from JSON sprite data file */\r\n private _cellData: any;\r\n /** Array of sprite names from JSON sprite data file */\r\n private _spriteMap: Array<string>;\r\n /** True when packed cell data from JSON file is ready*/\r\n private _packedAndReady: boolean = false;\r\n private _textureContent: Nullable<Uint8Array>;\r\n private _onDisposeObserver: Nullable<Observer<SpriteManager>>;\r\n private _fromPacked: boolean;\r\n private _scene: InternalSpriteAugmentedScene;\r\n\r\n /**\r\n * Creates a new sprite manager\r\n * @param name defines the manager's name\r\n * @param imgUrl defines the sprite sheet url\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param cellSize defines the size of a sprite cell\r\n * @param scene defines the hosting scene\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param samplingMode defines the sampling mode to use with spritesheet\r\n * @param fromPacked set to false; do not alter\r\n * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter\r\n * @param options options used to create the SpriteManager instance\r\n */\r\n constructor(\r\n /** defines the manager's name */\r\n public name: string,\r\n imgUrl: string,\r\n capacity: number,\r\n cellSize: any,\r\n scene: Scene,\r\n epsilon: number = 0.01,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n fromPacked: boolean = false,\r\n spriteJSON: null | string = null,\r\n options?: SpriteManagerOptions\r\n ) {\r\n if (!scene) {\r\n scene = EngineStore.LastCreatedScene!;\r\n }\r\n\r\n if (!scene._getComponent(SceneComponentConstants.NAME_SPRITE)) {\r\n scene._addComponent(new SpriteSceneComponent(scene));\r\n }\r\n this._fromPacked = fromPacked;\r\n\r\n this._scene = scene as InternalSpriteAugmentedScene;\r\n const engine = this._scene.getEngine();\r\n this._spriteRenderer = new SpriteRenderer(engine, capacity, epsilon, scene, options?.spriteRendererOptions);\r\n\r\n if (cellSize.width && cellSize.height) {\r\n this.cellWidth = cellSize.width;\r\n this.cellHeight = cellSize.height;\r\n } else if (cellSize !== undefined) {\r\n this.cellWidth = cellSize;\r\n this.cellHeight = cellSize;\r\n } else {\r\n this._spriteRenderer = <any>null;\r\n return;\r\n }\r\n\r\n this._scene.spriteManagers && this._scene.spriteManagers.push(this);\r\n this.uniqueId = this.scene.getUniqueId();\r\n\r\n if (imgUrl) {\r\n this.texture = new Texture(imgUrl, scene, true, false, samplingMode);\r\n }\r\n\r\n if (this._fromPacked) {\r\n this._makePacked(imgUrl, spriteJSON);\r\n }\r\n\r\n this._scene._onNewSpriteManagerAddedObservable?.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Returns the string \"SpriteManager\"\r\n * @returns \"SpriteManager\"\r\n */\r\n public getClassName(): string {\r\n return \"SpriteManager\";\r\n }\r\n\r\n private _makePacked(imgUrl: string, spriteJSON: any) {\r\n if (spriteJSON !== null) {\r\n try {\r\n //Get the JSON and Check its structure. If its an array parse it if its a JSON string etc...\r\n let celldata: any;\r\n if (typeof spriteJSON === \"string\") {\r\n celldata = JSON.parse(spriteJSON);\r\n } else {\r\n celldata = spriteJSON;\r\n }\r\n\r\n if (celldata.frames.length) {\r\n const frametemp: any = {};\r\n for (let i = 0; i < celldata.frames.length; i++) {\r\n const _f = celldata.frames[i];\r\n if (typeof Object.keys(_f)[0] !== \"string\") {\r\n throw new Error(\"Invalid JSON Format. Check the frame values and make sure the name is the first parameter.\");\r\n }\r\n\r\n const name: string = _f[Object.keys(_f)[0]];\r\n frametemp[name] = _f;\r\n }\r\n celldata.frames = frametemp;\r\n }\r\n\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON from string. Spritesheet managed with constant cell size.\");\r\n }\r\n } else {\r\n const re = /\\./g;\r\n let li: number;\r\n do {\r\n li = re.lastIndex;\r\n re.test(imgUrl);\r\n } while (re.lastIndex > 0);\r\n const jsonUrl = imgUrl.substring(0, li - 1) + \".json\";\r\n const onerror = () => {\r\n Logger.Error(\"JSON ERROR: Unable to load JSON file.\");\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n };\r\n const onload = (data: string | ArrayBuffer) => {\r\n try {\r\n const celldata = JSON.parse(data as string);\r\n const spritemap = <string[]>Reflect.ownKeys(celldata.frames);\r\n this._spriteMap = spritemap;\r\n this._packedAndReady = true;\r\n this._cellData = celldata.frames;\r\n } catch (e) {\r\n this._fromPacked = false;\r\n this._packedAndReady = false;\r\n throw new Error(\"Invalid JSON format. Please check documentation for format specifications.\");\r\n }\r\n };\r\n Tools.LoadFile(jsonUrl, onload, undefined, undefined, false, onerror);\r\n }\r\n }\r\n\r\n private _checkTextureAlpha(sprite: Sprite, ray: Ray, distance: number, min: Vector3, max: Vector3) {\r\n if (!sprite.useAlphaForPicking || !this.texture?.isReady()) {\r\n return true;\r\n }\r\n\r\n const textureSize = this.texture.getSize();\r\n if (!this._textureContent) {\r\n this._textureContent = new Uint8Array(textureSize.width * textureSize.height * 4);\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this.texture.readPixels(0, 0, this._textureContent);\r\n }\r\n\r\n const contactPoint = TmpVectors.Vector3[0];\r\n\r\n contactPoint.copyFrom(ray.direction);\r\n\r\n contactPoint.normalize();\r\n contactPoint.scaleInPlace(distance);\r\n contactPoint.addInPlace(ray.origin);\r\n\r\n const contactPointU = (contactPoint.x - min.x) / (max.x - min.x);\r\n const contactPointV = 1.0 - (contactPoint.y - min.y) / (max.y - min.y);\r\n\r\n const u = (sprite._xOffset * textureSize.width + contactPointU * sprite._xSize) | 0;\r\n const v = (sprite._yOffset * textureSize.height + contactPointV * sprite._ySize) | 0;\r\n\r\n const alpha = this._textureContent[(u + v * textureSize.width) * 4 + 3];\r\n\r\n return alpha > 0.5;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)\r\n * @returns null if no hit or a PickingInfo\r\n */\r\n public intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance = Number.MAX_VALUE;\r\n let currentSprite: Nullable<Sprite> = null;\r\n const pickedPoint = TmpVectors.Vector3[0];\r\n const cameraSpacePosition = TmpVectors.Vector3[1];\r\n const cameraView = camera.getViewMatrix();\r\n let activeRay: Ray = ray;\r\n let pickedRay: Ray = ray;\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n if (sprite.angle) {\r\n // Create a rotation matrix to rotate the ray to the sprite's rotation\r\n Matrix.TranslationToRef(-cameraSpacePosition.x, -cameraSpacePosition.y, 0, TmpVectors.Matrix[1]);\r\n Matrix.TranslationToRef(cameraSpacePosition.x, cameraSpacePosition.y, 0, TmpVectors.Matrix[2]);\r\n Matrix.RotationZToRef(-sprite.angle, TmpVectors.Matrix[3]);\r\n\r\n // inv translation x rotation x translation\r\n TmpVectors.Matrix[1].multiplyToRef(TmpVectors.Matrix[3], TmpVectors.Matrix[4]);\r\n TmpVectors.Matrix[4].multiplyToRef(TmpVectors.Matrix[2], TmpVectors.Matrix[0]);\r\n\r\n activeRay = ray.clone();\r\n Vector3.TransformCoordinatesToRef(ray.origin, TmpVectors.Matrix[0], activeRay.origin);\r\n Vector3.TransformNormalToRef(ray.direction, TmpVectors.Matrix[0], activeRay.direction);\r\n } else {\r\n activeRay = ray;\r\n }\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (activeRay.intersectsBoxMinMax(min, max)) {\r\n const currentDistance = Vector3.Distance(cameraSpacePosition, activeRay.origin);\r\n\r\n if (distance > currentDistance) {\r\n if (!this._checkTextureAlpha(sprite, activeRay, currentDistance, min, max)) {\r\n continue;\r\n }\r\n\r\n pickedRay = activeRay;\r\n distance = currentDistance;\r\n currentSprite = sprite;\r\n\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (currentSprite) {\r\n const result = new PickingInfo();\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = currentSprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(pickedRay.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n pickedRay.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n\r\n return result;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Intersects the sprites with a ray\r\n * @param ray defines the ray to intersect with\r\n * @param camera defines the current active camera\r\n * @param predicate defines a predicate used to select candidate sprites\r\n * @returns null if no hit or a PickingInfo array\r\n */\r\n public multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]> {\r\n const count = Math.min(this.capacity, this.sprites.length);\r\n const min = Vector3.Zero();\r\n const max = Vector3.Zero();\r\n let distance: number;\r\n const results: Nullable<PickingInfo[]> = [];\r\n const pickedPoint = TmpVectors.Vector3[0].copyFromFloats(0, 0, 0);\r\n const cameraSpacePosition = TmpVectors.Vector3[1].copyFromFloats(0, 0, 0);\r\n const cameraView = camera.getViewMatrix();\r\n\r\n for (let index = 0; index < count; index++) {\r\n const sprite = this.sprites[index];\r\n if (!sprite) {\r\n continue;\r\n }\r\n\r\n if (predicate) {\r\n if (!predicate(sprite)) {\r\n continue;\r\n }\r\n } else if (!sprite.isPickable) {\r\n continue;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);\r\n\r\n min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);\r\n max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);\r\n\r\n if (ray.intersectsBoxMinMax(min, max)) {\r\n distance = Vector3.Distance(cameraSpacePosition, ray.origin);\r\n\r\n if (!this._checkTextureAlpha(sprite, ray, distance, min, max)) {\r\n continue;\r\n }\r\n\r\n const result = new PickingInfo();\r\n results.push(result);\r\n\r\n cameraView.invertToRef(TmpVectors.Matrix[0]);\r\n result.hit = true;\r\n result.pickedSprite = sprite;\r\n result.distance = distance;\r\n\r\n // Get picked point\r\n const direction = TmpVectors.Vector3[2];\r\n direction.copyFrom(ray.direction);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n\r\n ray.origin.addToRef(direction, pickedPoint);\r\n result.pickedPoint = Vector3.TransformCoordinates(pickedPoint, TmpVectors.Matrix[0]);\r\n }\r\n }\r\n\r\n return results;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n */\r\n public render(): void {\r\n // Check\r\n if (this._fromPacked && (!this._packedAndReady || !this._spriteMap || !this._cellData)) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const deltaTime = engine.getDeltaTime();\r\n if (this._packedAndReady) {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix(), this._customUpdate);\r\n } else {\r\n this._spriteRenderer.render(this.sprites, deltaTime, this._scene.getViewMatrix(), this._scene.getProjectionMatrix());\r\n }\r\n }\r\n\r\n private _customUpdate = (sprite: ThinSprite, baseSize: ISize): void => {\r\n if (!sprite.cellRef) {\r\n sprite.cellIndex = 0;\r\n }\r\n const num = sprite.cellIndex;\r\n if (typeof num === \"number\" && isFinite(num) && Math.floor(num) === num) {\r\n sprite.cellRef = this._spriteMap[sprite.cellIndex];\r\n }\r\n sprite._xOffset = this._cellData[sprite.cellRef].frame.x / baseSize.width;\r\n sprite._yOffset = this._cellData[sprite.cellRef].frame.y / baseSize.height;\r\n sprite._xSize = this._cellData[sprite.cellRef].frame.w;\r\n sprite._ySize = this._cellData[sprite.cellRef].frame.h;\r\n };\r\n\r\n /**\r\n * Rebuilds the manager (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n this._spriteRenderer?.rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._spriteRenderer) {\r\n this._spriteRenderer.dispose();\r\n (<any>this._spriteRenderer) = null;\r\n }\r\n\r\n this._textureContent = null;\r\n\r\n // Remove from scene\r\n if (this._scene.spriteManagers) {\r\n const index = this._scene.spriteManagers.indexOf(this);\r\n this._scene.spriteManagers.splice(index, 1);\r\n this._scene._onSpriteManagerRemovedObservable?.notifyObservers(this);\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this.metadata = null;\r\n }\r\n\r\n /**\r\n * Serializes the sprite manager to a JSON object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns the JSON object\r\n */\r\n public serialize(serializeTexture = false): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.capacity = this.capacity;\r\n serializationObject.cellWidth = this.cellWidth;\r\n serializationObject.cellHeight = this.cellHeight;\r\n serializationObject.fogEnabled = this.fogEnabled;\r\n serializationObject.blendMode = this.blendMode;\r\n serializationObject.disableDepthWrite = this.disableDepthWrite;\r\n serializationObject.pixelPerfect = this.pixelPerfect;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\r\n\r\n if (this.texture) {\r\n if (serializeTexture) {\r\n serializationObject.texture = this.texture.serialize();\r\n } else {\r\n serializationObject.textureUrl = this.texture.name;\r\n serializationObject.invertY = this.texture._invertY;\r\n }\r\n }\r\n\r\n serializationObject.sprites = [];\r\n\r\n for (const sprite of this.sprites) {\r\n serializationObject.sprites.push(sprite.serialize());\r\n }\r\n\r\n serializationObject.metadata = this.metadata;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object to create a new sprite manager.\r\n * @param parsedManager The JSON object to parse\r\n * @param scene The scene to create the sprite manager\r\n * @param rootUrl The root url to use to load external dependencies like texture\r\n * @returns the new sprite manager\r\n */\r\n public static Parse(parsedManager: any, scene: Scene, rootUrl: string): SpriteManager {\r\n const manager = new SpriteManager(\r\n parsedManager.name,\r\n \"\",\r\n parsedManager.capacity,\r\n {\r\n width: parsedManager.cellWidth,\r\n height: parsedManager.cellHeight,\r\n },\r\n scene\r\n );\r\n\r\n if (parsedManager.fogEnabled !== undefined) {\r\n manager.fogEnabled = parsedManager.fogEnabled;\r\n }\r\n if (parsedManager.blendMode !== undefined) {\r\n manager.blendMode = parsedManager.blendMode;\r\n }\r\n if (parsedManager.disableDepthWrite !== undefined) {\r\n manager.disableDepthWrite = parsedManager.disableDepthWrite;\r\n }\r\n if (parsedManager.pixelPerfect !== undefined) {\r\n manager.pixelPerfect = parsedManager.pixelPerfect;\r\n }\r\n if (parsedManager.useLogarithmicDepth !== undefined) {\r\n manager.useLogarithmicDepth = parsedManager.useLogarithmicDepth;\r\n }\r\n\r\n if (parsedManager.metadata !== undefined) {\r\n manager.metadata = parsedManager.metadata;\r\n }\r\n\r\n if (parsedManager.texture) {\r\n manager.texture = Texture.Parse(parsedManager.texture, scene, rootUrl) as Texture;\r\n } else if (parsedManager.textureName) {\r\n manager.texture = new Texture(rootUrl + parsedManager.textureUrl, scene, false, parsedManager.invertY !== undefined ? parsedManager.invertY : true);\r\n }\r\n\r\n for (const parsedSprite of parsedManager.sprites) {\r\n Sprite.Parse(parsedSprite, manager);\r\n }\r\n\r\n return manager;\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved in a remote file\r\n * @param name defines the name of the sprite manager to create (can be null or empty to use the one from the json data)\r\n * @param url defines the url to load from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static async ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n return await new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const serializationObject = JSON.parse(request.responseText);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n if (name) {\r\n output.name = name;\r\n }\r\n\r\n resolve(output);\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the sprite manager\");\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public static ParseFromSnippetAsync(snippetId: string, scene: Scene, rootUrl: string = \"\"): Promise<SpriteManager> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(new SpriteManager(\"Default sprite manager\", \"//playground.babylonjs.com/textures/player.png\", 500, 64, scene));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.spriteManager);\r\n const output = SpriteManager.Parse(serializationObject, scene || EngineStore.LastCreatedScene, rootUrl);\r\n\r\n output.snippetId = snippetId;\r\n\r\n resolve(output);\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a sprite manager from a snippet saved by the sprite editor\r\n * @deprecated Please use ParseFromSnippetAsync instead\r\n * @param snippetId defines the snippet to load (can be set to _BLANK to create a default one)\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a promise that will resolve to the new sprite manager\r\n */\r\n public static CreateFromSnippetAsync = SpriteManager.ParseFromSnippetAsync;\r\n}\r\n"]}
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@@ -1,6 +1,7 @@
|
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1
1
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import type { Nullable } from "../types.js";
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2
2
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import type { IMatrixLike } from "../Maths/math.like.js";
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3
3
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import type { AbstractEngine } from "../Engines/abstractEngine.js";
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4
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+
import { DrawWrapper } from "../Materials/drawWrapper.js";
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4
5
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import type { ThinSprite } from "./thinSprite.js";
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5
6
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import type { ISize } from "../Maths/math.size.js";
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6
7
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import type { ThinTexture } from "../Materials/Textures/thinTexture.js";
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@@ -101,8 +102,10 @@ export declare class SpriteRenderer {
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101
102
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private _vertexBuffers;
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102
103
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private _spriteBuffer;
|
|
103
104
|
private _indexBuffer;
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104
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-
|
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105
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-
|
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105
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+
/** @internal */
|
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106
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+
_drawWrapperBase: DrawWrapper;
|
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107
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+
/** @internal */
|
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108
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+
_drawWrapperDepth: DrawWrapper;
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106
109
|
private _vertexArrayObject;
|
|
107
110
|
private _isDisposed;
|
|
108
111
|
/**
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@@ -1 +1 @@
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|
-
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type { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IMatrixLike } from \"../Maths/math.like\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\n\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { BindLogDepth } from \"../Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\n/**\r\n * Options for the SpriteRenderer\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SpriteRendererOptions {\r\n /**\r\n * Sets a boolean indicating if the renderer must render sprites with pixel perfect rendering.\r\n * In this mode, sprites are rendered as \"pixel art\", which means that they appear as pixelated but remain stable when moving or when rotated or scaled.\r\n * Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!\r\n * Default is false.\r\n */\r\n pixelPerfect?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to render sprites.\r\n *\r\n * It can be used either to render Sprites or ThinSprites with ThinEngine only.\r\n */\r\nexport class SpriteRenderer {\r\n /**\r\n * Force all the sprites to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n /**\r\n * Defines the texture of the spritesheet\r\n */\r\n public texture: Nullable<ThinTexture>;\r\n\r\n /**\r\n * Defines the default width of a cell in the spritesheet\r\n */\r\n public cellWidth: number;\r\n\r\n /**\r\n * Defines the default height of a cell in the spritesheet\r\n */\r\n public cellHeight: number;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public blendMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if alpha mode is automatically\r\n * reset.\r\n */\r\n public autoResetAlpha = true;\r\n\r\n /**\r\n * Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n private _fogEnabled = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the manager must consider scene fog when rendering\r\n */\r\n public get fogEnabled() {\r\n return this._fogEnabled;\r\n }\r\n\r\n public set fogEnabled(value: boolean) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n\r\n this._fogEnabled = value;\r\n this._createEffects();\r\n }\r\n\r\n protected _useLogarithmicDepth: boolean;\r\n\r\n /**\r\n * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)\r\n * You can try switching to logarithmic depth.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/logarithmicDepthBuffer\r\n */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._useLogarithmicDepth;\r\n }\r\n\r\n public set useLogarithmicDepth(value: boolean) {\r\n const fragmentDepthSupported = !!this._scene?.getEngine().getCaps().fragmentDepthSupported;\r\n\r\n if (value && !fragmentDepthSupported) {\r\n Logger.Warn(\"Logarithmic depth has been requested for a sprite renderer on a device that doesn't support it.\");\r\n }\r\n\r\n this._useLogarithmicDepth = value && fragmentDepthSupported;\r\n this._createEffects();\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n private _pixelPerfect = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * Note that pixel perfect mode is not supported in WebGL 1\r\n */\r\n public get pixelPerfect() {\r\n return this._pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n if (this._pixelPerfect === value) {\r\n return;\r\n }\r\n\r\n this._pixelPerfect = value;\r\n this._createEffects();\r\n }\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _useVAO: boolean = false;\r\n private readonly _useInstancing: boolean = false;\r\n private readonly _scene: Nullable<Scene>;\r\n\r\n private readonly _capacity: number;\r\n private readonly _epsilon: number;\r\n\r\n private _vertexBufferSize: number;\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: DataBuffer;\r\n private _drawWrapperBase: DrawWrapper;\r\n private _drawWrapperDepth: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Creates a new sprite renderer\r\n * @param engine defines the engine the renderer works with\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param scene defines the hosting scene\r\n * @param rendererOptions options for the sprite renderer\r\n */\r\n constructor(engine: AbstractEngine, capacity: number, epsilon: number = 0.01, scene: Nullable<Scene> = null, rendererOptions?: SpriteRendererOptions) {\r\n this._pixelPerfect = rendererOptions?.pixelPerfect ?? false;\r\n this._capacity = capacity;\r\n this._epsilon = epsilon;\r\n\r\n this._engine = engine;\r\n this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n this._scene = scene;\r\n\r\n if (!this._useInstancing) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n // 16 when using instances\r\n this._vertexBufferSize = this._useInstancing ? 16 : 18;\r\n this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\r\n\r\n const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);\r\n const options = this._buffer.createVertexBuffer(\"options\", 4, 2, this._vertexBufferSize, this._useInstancing);\r\n\r\n let offset = 6;\r\n let offsets: VertexBuffer;\r\n\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([\r\n this._epsilon,\r\n this._epsilon,\r\n 1 - this._epsilon,\r\n this._epsilon,\r\n this._epsilon,\r\n 1 - this._epsilon,\r\n 1 - this._epsilon,\r\n 1 - this._epsilon,\r\n ]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n } else {\r\n offsets = this._buffer.createVertexBuffer(\"offsets\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n offset += 2;\r\n }\r\n\r\n const inverts = this._buffer.createVertexBuffer(\"inverts\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n const cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", offset + 2, 4, this._vertexBufferSize, this._useInstancing);\r\n const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"offsets\"] = offsets;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n\r\n private async _initShaderSourceAsync() {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU && !SpriteRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/sprites.vertex\"), import(\"../ShadersWGSL/sprites.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/sprites.vertex\"), import(\"../Shaders/sprites.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n this._createEffects();\r\n }\r\n\r\n private _createEffects() {\r\n if (this._isDisposed || !this._shadersLoaded) {\r\n return;\r\n }\r\n\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n\r\n this._drawWrapperBase = new DrawWrapper(this._engine);\r\n this._drawWrapperDepth = new DrawWrapper(this._engine, false);\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperDepth.drawContext) {\r\n this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n\r\n let defines = \"\";\r\n\r\n if (this._pixelPerfect) {\r\n defines += \"#define PIXEL_PERFECT\\n\";\r\n }\r\n if (this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0 && this._fogEnabled) {\r\n defines += \"#define FOG\\n\";\r\n }\r\n if (this._useLogarithmicDepth) {\r\n defines += \"#define LOGARITHMICDEPTH\\n\";\r\n }\r\n\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\", \"vFogInfos\", \"vFogColor\", \"logarithmicDepthConstant\"],\r\n [\"diffuseSampler\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n\r\n this._drawWrapperDepth.effect = this._drawWrapperBase.effect;\r\n this._drawWrapperBase.effect._refCount++;\r\n this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n * @param sprites defines the list of sprites to render\r\n * @param deltaTime defines the time since last frame\r\n * @param viewMatrix defines the viewMatrix to use to render the sprites\r\n * @param projectionMatrix defines the projectionMatrix to use to render the sprites\r\n * @param customSpriteUpdate defines a custom function to update the sprites data before they render\r\n */\r\n public render(\r\n sprites: ThinSprite[],\r\n deltaTime: number,\r\n viewMatrix: IMatrixLike,\r\n projectionMatrix: IMatrixLike,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void> = null\r\n ): void {\r\n if (!this._shadersLoaded || !this.texture || !this.texture.isReady() || !sprites.length) {\r\n return;\r\n }\r\n\r\n const drawWrapper = this._drawWrapperBase;\r\n const drawWrapperDepth = this._drawWrapperDepth;\r\n const shouldRenderFog = this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0;\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this._engine;\r\n const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);\r\n\r\n // Sprites\r\n const max = Math.min(this._capacity, sprites.length);\r\n\r\n let offset = 0;\r\n let noSprite = true;\r\n for (let index = 0; index < max; index++) {\r\n const sprite = sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n sprite._animate(deltaTime);\r\n const baseSize = this.texture.getBaseSize(); // This could be change by the user inside the animate callback (like onAnimationEnd)\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n }\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n\r\n const culling = !!engine.depthCullingState.cull;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n const zOffsetUnits = engine.depthCullingState.zOffsetUnits;\r\n\r\n engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n effect.setTexture(\"diffuseSampler\", this.texture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n\r\n // Scene Info\r\n if (shouldRenderFog) {\r\n const scene = this._scene;\r\n\r\n // Fog\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth && this._scene) {\r\n BindLogDepth(drawWrapper.defines, effect, this._scene);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = (engine as ThinEngine).recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n (engine as ThinEngine).bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n // Draw order\r\n engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? Constants.GEQUAL : Constants.LEQUAL;\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.enableEffect(drawWrapperDepth);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n engine.enableEffect(drawWrapper);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this.blendMode);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n\r\n if (this.autoResetAlpha) {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Right Handed\r\n if (useRightHandedSystem) {\r\n this._scene.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n private _appendSpriteVertex(\r\n index: number,\r\n sprite: ThinSprite,\r\n offsetX: number,\r\n offsetY: number,\r\n baseSize: ISize,\r\n useRightHandedSystem: boolean,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void>\r\n ): void {\r\n let arrayOffset = index * this._vertexBufferSize;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n if (customSpriteUpdate) {\r\n customSpriteUpdate(sprite, baseSize);\r\n } else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n\r\n const rowSize = baseSize.width / this.cellWidth;\r\n const offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;\r\n sprite._yOffset = (offset * this.cellHeight) / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n\r\n if (!this._useInstancing) {\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n } else {\r\n arrayOffset -= 2;\r\n }\r\n\r\n // Inverts according to Right Handed\r\n if (useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n } else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n const indices = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the renderer (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n if (this._indexBuffer) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._useVAO) {\r\n this._vertexArrayObject = undefined as any;\r\n }\r\n\r\n this._buffer._rebuild();\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n\r\n this._spriteBuffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (<any>this._buffer) = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (<any>this._spriteBuffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n (<any>this._indexBuffer) = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n (<any>this.texture) = null;\r\n }\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n this._isDisposed = true;\r\n }\r\n}\r\n"]}
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+
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type { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IMatrixLike } from \"../Maths/math.like\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\n\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { BindLogDepth } from \"../Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\n/**\r\n * Options for the SpriteRenderer\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SpriteRendererOptions {\r\n /**\r\n * Sets a boolean indicating if the renderer must render sprites with pixel perfect rendering.\r\n * In this mode, sprites are rendered as \"pixel art\", which means that they appear as pixelated but remain stable when moving or when rotated or scaled.\r\n * Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!\r\n * Default is false.\r\n */\r\n pixelPerfect?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to render sprites.\r\n *\r\n * It can be used either to render Sprites or ThinSprites with ThinEngine only.\r\n */\r\nexport class SpriteRenderer {\r\n /**\r\n * Force all the sprites to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n /**\r\n * Defines the texture of the spritesheet\r\n */\r\n public texture: Nullable<ThinTexture>;\r\n\r\n /**\r\n * Defines the default width of a cell in the spritesheet\r\n */\r\n public cellWidth: number;\r\n\r\n /**\r\n * Defines the default height of a cell in the spritesheet\r\n */\r\n public cellHeight: number;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public blendMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if alpha mode is automatically\r\n * reset.\r\n */\r\n public autoResetAlpha = true;\r\n\r\n /**\r\n * Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n private _fogEnabled = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the manager must consider scene fog when rendering\r\n */\r\n public get fogEnabled() {\r\n return this._fogEnabled;\r\n }\r\n\r\n public set fogEnabled(value: boolean) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n\r\n this._fogEnabled = value;\r\n this._createEffects();\r\n }\r\n\r\n protected _useLogarithmicDepth: boolean;\r\n\r\n /**\r\n * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)\r\n * You can try switching to logarithmic depth.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/logarithmicDepthBuffer\r\n */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._useLogarithmicDepth;\r\n }\r\n\r\n public set useLogarithmicDepth(value: boolean) {\r\n const fragmentDepthSupported = !!this._scene?.getEngine().getCaps().fragmentDepthSupported;\r\n\r\n if (value && !fragmentDepthSupported) {\r\n Logger.Warn(\"Logarithmic depth has been requested for a sprite renderer on a device that doesn't support it.\");\r\n }\r\n\r\n this._useLogarithmicDepth = value && fragmentDepthSupported;\r\n this._createEffects();\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n private _pixelPerfect = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * Note that pixel perfect mode is not supported in WebGL 1\r\n */\r\n public get pixelPerfect() {\r\n return this._pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n if (this._pixelPerfect === value) {\r\n return;\r\n }\r\n\r\n this._pixelPerfect = value;\r\n this._createEffects();\r\n }\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _useVAO: boolean = false;\r\n private readonly _useInstancing: boolean = false;\r\n private readonly _scene: Nullable<Scene>;\r\n\r\n private readonly _capacity: number;\r\n private readonly _epsilon: number;\r\n\r\n private _vertexBufferSize: number;\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: DataBuffer;\r\n /** @internal */\r\n public _drawWrapperBase: DrawWrapper;\r\n /** @internal */\r\n public _drawWrapperDepth: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Creates a new sprite renderer\r\n * @param engine defines the engine the renderer works with\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param scene defines the hosting scene\r\n * @param rendererOptions options for the sprite renderer\r\n */\r\n constructor(engine: AbstractEngine, capacity: number, epsilon: number = 0.01, scene: Nullable<Scene> = null, rendererOptions?: SpriteRendererOptions) {\r\n this._pixelPerfect = rendererOptions?.pixelPerfect ?? false;\r\n this._capacity = capacity;\r\n this._epsilon = epsilon;\r\n\r\n this._engine = engine;\r\n this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n this._scene = scene;\r\n\r\n if (!this._useInstancing) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n // 16 when using instances\r\n this._vertexBufferSize = this._useInstancing ? 16 : 18;\r\n this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\r\n\r\n const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);\r\n const options = this._buffer.createVertexBuffer(\"options\", 4, 2, this._vertexBufferSize, this._useInstancing);\r\n\r\n let offset = 6;\r\n let offsets: VertexBuffer;\r\n\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([\r\n this._epsilon,\r\n this._epsilon,\r\n 1 - this._epsilon,\r\n this._epsilon,\r\n this._epsilon,\r\n 1 - this._epsilon,\r\n 1 - this._epsilon,\r\n 1 - this._epsilon,\r\n ]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n } else {\r\n offsets = this._buffer.createVertexBuffer(\"offsets\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n offset += 2;\r\n }\r\n\r\n const inverts = this._buffer.createVertexBuffer(\"inverts\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n const cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", offset + 2, 4, this._vertexBufferSize, this._useInstancing);\r\n const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"offsets\"] = offsets;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n\r\n private async _initShaderSourceAsync() {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU && !SpriteRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/sprites.vertex\"), import(\"../ShadersWGSL/sprites.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/sprites.vertex\"), import(\"../Shaders/sprites.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n this._createEffects();\r\n }\r\n\r\n private _createEffects() {\r\n if (this._isDisposed || !this._shadersLoaded) {\r\n return;\r\n }\r\n\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n\r\n this._drawWrapperBase = new DrawWrapper(this._engine);\r\n this._drawWrapperDepth = new DrawWrapper(this._engine, false);\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperDepth.drawContext) {\r\n this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n\r\n let defines = \"\";\r\n\r\n if (this._pixelPerfect) {\r\n defines += \"#define PIXEL_PERFECT\\n\";\r\n }\r\n if (this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0 && this._fogEnabled) {\r\n defines += \"#define FOG\\n\";\r\n }\r\n if (this._useLogarithmicDepth) {\r\n defines += \"#define LOGARITHMICDEPTH\\n\";\r\n }\r\n\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\", \"vFogInfos\", \"vFogColor\", \"logarithmicDepthConstant\"],\r\n [\"diffuseSampler\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n\r\n this._drawWrapperDepth.effect = this._drawWrapperBase.effect;\r\n this._drawWrapperBase.effect._refCount++;\r\n this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n * @param sprites defines the list of sprites to render\r\n * @param deltaTime defines the time since last frame\r\n * @param viewMatrix defines the viewMatrix to use to render the sprites\r\n * @param projectionMatrix defines the projectionMatrix to use to render the sprites\r\n * @param customSpriteUpdate defines a custom function to update the sprites data before they render\r\n */\r\n public render(\r\n sprites: ThinSprite[],\r\n deltaTime: number,\r\n viewMatrix: IMatrixLike,\r\n projectionMatrix: IMatrixLike,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void> = null\r\n ): void {\r\n if (!this._shadersLoaded || !this.texture || !this.texture.isReady() || !sprites.length) {\r\n return;\r\n }\r\n\r\n const drawWrapper = this._drawWrapperBase;\r\n const drawWrapperDepth = this._drawWrapperDepth;\r\n const shouldRenderFog = this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0;\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this._engine;\r\n const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);\r\n\r\n // Sprites\r\n const max = Math.min(this._capacity, sprites.length);\r\n\r\n let offset = 0;\r\n let noSprite = true;\r\n for (let index = 0; index < max; index++) {\r\n const sprite = sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n sprite._animate(deltaTime);\r\n const baseSize = this.texture.getBaseSize(); // This could be change by the user inside the animate callback (like onAnimationEnd)\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n }\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n\r\n const culling = !!engine.depthCullingState.cull;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n const zOffsetUnits = engine.depthCullingState.zOffsetUnits;\r\n\r\n engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n effect.setTexture(\"diffuseSampler\", this.texture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n\r\n // Scene Info\r\n if (shouldRenderFog) {\r\n const scene = this._scene;\r\n\r\n // Fog\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth && this._scene) {\r\n BindLogDepth(drawWrapper.defines, effect, this._scene);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = (engine as ThinEngine).recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n (engine as ThinEngine).bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n // Draw order\r\n engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? Constants.GEQUAL : Constants.LEQUAL;\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.enableEffect(drawWrapperDepth);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n engine.enableEffect(drawWrapper);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this.blendMode);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n\r\n if (this.autoResetAlpha) {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Right Handed\r\n if (useRightHandedSystem) {\r\n this._scene.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n private _appendSpriteVertex(\r\n index: number,\r\n sprite: ThinSprite,\r\n offsetX: number,\r\n offsetY: number,\r\n baseSize: ISize,\r\n useRightHandedSystem: boolean,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void>\r\n ): void {\r\n let arrayOffset = index * this._vertexBufferSize;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n if (customSpriteUpdate) {\r\n customSpriteUpdate(sprite, baseSize);\r\n } else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n\r\n const rowSize = baseSize.width / this.cellWidth;\r\n const offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;\r\n sprite._yOffset = (offset * this.cellHeight) / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n\r\n if (!this._useInstancing) {\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n } else {\r\n arrayOffset -= 2;\r\n }\r\n\r\n // Inverts according to Right Handed\r\n if (useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n } else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n const indices = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the renderer (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n if (this._indexBuffer) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._useVAO) {\r\n this._vertexArrayObject = undefined as any;\r\n }\r\n\r\n this._buffer._rebuild();\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n\r\n this._spriteBuffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (<any>this._buffer) = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (<any>this._spriteBuffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n (<any>this._indexBuffer) = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n (<any>this.texture) = null;\r\n }\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n this._isDisposed = true;\r\n }\r\n}\r\n"]}
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@@ -3,6 +3,7 @@ import type { Nullable } from "../types.js";
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3
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* @internal
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**/
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export declare class AlphaState {
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private _supportBlendParametersPerTarget;
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_blendFunctionParameters: Nullable<number>[];
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@@ -14,8 +15,9 @@ export declare class AlphaState {
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private _isBlendEquationParametersDirty;
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/**
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* Initializes the state.
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* @param _supportBlendParametersPerTarget - Whether blend parameters per target is supported
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constructor();
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constructor(_supportBlendParametersPerTarget: boolean);
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get isDirty(): boolean;
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get alphaBlend(): boolean;
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setAlphaBlend(value: boolean, targetIndex?: number): void;
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@@ -5,8 +5,10 @@
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export class AlphaState {
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6
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/**
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* Initializes the state.
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* @param _supportBlendParametersPerTarget - Whether blend parameters per target is supported
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*/
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constructor() {
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constructor(_supportBlendParametersPerTarget) {
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this._supportBlendParametersPerTarget = _supportBlendParametersPerTarget;
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this._blendFunctionParameters = new Array(4 * 8);
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this._blendEquationParameters = new Array(2 * 8);
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this._blendConstants = new Array(4);
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@@ -88,63 +90,63 @@ export class AlphaState {
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if (!this.isDirty) {
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return;
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}
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//
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if (this.
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-
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// Constants
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if (this._isBlendConstantsDirty) {
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gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
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this._isBlendConstantsDirty = false;
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}
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if (numTargets === 1 || !this._supportBlendParametersPerTarget) {
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// Single target or no support for per-target parameters
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else {
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gl.disable(gl.BLEND);
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this._isAlphaBlendDirty = false;
|
|
100
108
|
}
|
|
101
|
-
|
|
102
|
-
|
|
103
|
-
|
|
104
|
-
|
|
105
|
-
|
|
106
|
-
|
|
107
|
-
|
|
108
|
-
|
|
109
|
-
|
|
110
|
-
|
|
109
|
+
if (this._isBlendFunctionParametersDirty) {
|
|
110
|
+
gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
|
|
111
|
+
this._isBlendFunctionParametersDirty = false;
|
|
112
|
+
}
|
|
113
|
+
if (this._isBlendEquationParametersDirty) {
|
|
114
|
+
gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
|
|
115
|
+
this._isBlendEquationParametersDirty = false;
|
|
116
|
+
}
|
|
117
|
+
return;
|
|
118
|
+
}
|
|
119
|
+
// Multi-target
|
|
120
|
+
const gl2 = gl;
|
|
121
|
+
// Alpha blend
|
|
122
|
+
if (this._isAlphaBlendDirty) {
|
|
123
|
+
for (let i = 0; i < numTargets; i++) {
|
|
124
|
+
const index = i < this._numTargetEnabled ? i : 0;
|
|
125
|
+
if (this._alphaBlend[index]) {
|
|
126
|
+
gl2.enableIndexed(gl.BLEND, i);
|
|
127
|
+
}
|
|
128
|
+
else {
|
|
129
|
+
gl2.disableIndexed(gl.BLEND, i);
|
|
111
130
|
}
|
|
112
131
|
}
|
|
113
132
|
this._isAlphaBlendDirty = false;
|
|
114
133
|
}
|
|
115
134
|
// Alpha function
|
|
116
135
|
if (this._isBlendFunctionParametersDirty) {
|
|
117
|
-
|
|
118
|
-
|
|
119
|
-
|
|
120
|
-
else {
|
|
121
|
-
const gl2 = gl;
|
|
122
|
-
for (let i = 0; i < numTargets; i++) {
|
|
123
|
-
const offset = i < this._numTargetEnabled ? i * 4 : 0;
|
|
124
|
-
gl2.blendFuncSeparateIndexed(i, this._blendFunctionParameters[offset + 0], this._blendFunctionParameters[offset + 1], this._blendFunctionParameters[offset + 2], this._blendFunctionParameters[offset + 3]);
|
|
125
|
-
}
|
|
136
|
+
for (let i = 0; i < numTargets; i++) {
|
|
137
|
+
const offset = i < this._numTargetEnabled ? i * 4 : 0;
|
|
138
|
+
gl2.blendFuncSeparateIndexed(i, this._blendFunctionParameters[offset + 0], this._blendFunctionParameters[offset + 1], this._blendFunctionParameters[offset + 2], this._blendFunctionParameters[offset + 3]);
|
|
126
139
|
}
|
|
127
140
|
this._isBlendFunctionParametersDirty = false;
|
|
128
141
|
}
|
|
129
142
|
// Alpha equation
|
|
130
143
|
if (this._isBlendEquationParametersDirty) {
|
|
131
|
-
|
|
132
|
-
|
|
133
|
-
|
|
134
|
-
else {
|
|
135
|
-
const gl2 = gl;
|
|
136
|
-
for (let i = 0; i < numTargets; i++) {
|
|
137
|
-
const offset = i < this._numTargetEnabled ? i * 2 : 0;
|
|
138
|
-
gl2.blendEquationSeparateIndexed(i, this._blendEquationParameters[offset + 0], this._blendEquationParameters[offset + 1]);
|
|
139
|
-
}
|
|
144
|
+
for (let i = 0; i < numTargets; i++) {
|
|
145
|
+
const offset = i < this._numTargetEnabled ? i * 2 : 0;
|
|
146
|
+
gl2.blendEquationSeparateIndexed(i, this._blendEquationParameters[offset + 0], this._blendEquationParameters[offset + 1]);
|
|
140
147
|
}
|
|
141
148
|
this._isBlendEquationParametersDirty = false;
|
|
142
149
|
}
|
|
143
|
-
// Constants
|
|
144
|
-
if (this._isBlendConstantsDirty) {
|
|
145
|
-
gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
|
|
146
|
-
this._isBlendConstantsDirty = false;
|
|
147
|
-
}
|
|
148
150
|
}
|
|
149
151
|
setAlphaMode(mode, targetIndex) {
|
|
150
152
|
let equation = 32774;
|