@onerjs/core 8.30.5 → 8.30.6

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Files changed (182) hide show
  1. package/Actions/action.d.ts +5 -0
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/actionManager.js +6 -2
  4. package/Actions/actionManager.js.map +1 -1
  5. package/Animations/runtimeAnimation.d.ts +0 -2
  6. package/Animations/runtimeAnimation.js +3 -5
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/AudioV2/abstractAudio/abstractSound.js +1 -0
  9. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  10. package/AudioV2/abstractAudio/audioEngineV2.d.ts +2 -0
  11. package/AudioV2/abstractAudio/audioEngineV2.js +18 -8
  12. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  13. package/AudioV2/webAudio/webAudioStaticSound.js +8 -3
  14. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  15. package/Collisions/gpuPicker.js +0 -1
  16. package/Collisions/gpuPicker.js.map +1 -1
  17. package/Decorators/nodeDecorator.d.ts +3 -1
  18. package/Decorators/nodeDecorator.js +2 -0
  19. package/Decorators/nodeDecorator.js.map +1 -1
  20. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  21. package/Engines/Native/nativeInterfaces.js.map +1 -1
  22. package/Engines/abstractEngine.js +2 -2
  23. package/Engines/abstractEngine.js.map +1 -1
  24. package/Engines/nativeEngine.js +12 -13
  25. package/Engines/nativeEngine.js.map +1 -1
  26. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.d.ts +2 -2
  27. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  28. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  29. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
  30. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  31. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +44 -0
  32. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +152 -0
  33. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -0
  34. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +2 -2
  35. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +2 -2
  36. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +2 -2
  38. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +2 -2
  39. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  40. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.d.ts +2 -2
  41. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js +2 -2
  42. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
  43. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -2
  44. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +2 -2
  45. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  46. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.d.ts +2 -2
  47. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +2 -2
  48. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js.map +1 -1
  49. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.d.ts +2 -2
  50. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js +2 -2
  51. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js.map +1 -1
  52. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +2 -2
  53. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +2 -2
  54. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  55. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.d.ts +2 -2
  56. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +2 -2
  57. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js.map +1 -1
  58. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.d.ts +2 -2
  59. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js +2 -2
  60. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -1
  61. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.d.ts +2 -2
  62. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js +2 -2
  63. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -1
  64. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.d.ts +2 -2
  65. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +3 -3
  66. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -1
  67. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.d.ts +2 -2
  68. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js +2 -2
  69. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -1
  70. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +3 -3
  71. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +3 -3
  72. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -1
  73. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.d.ts +2 -2
  74. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js +2 -2
  75. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js.map +1 -1
  76. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.d.ts +2 -2
  77. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js +4 -4
  78. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js.map +1 -1
  79. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +2 -2
  80. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +2 -2
  81. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -1
  82. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.d.ts +2 -2
  83. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js +2 -2
  84. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js.map +1 -1
  85. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +17 -1
  86. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +70 -0
  87. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  88. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +7 -1
  89. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +8 -2
  90. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  91. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -1
  92. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  93. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -4
  94. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -3
  95. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  96. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +7 -1
  97. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +4 -1
  98. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  99. package/FrameGraph/frameGraphContext.d.ts +8 -1
  100. package/FrameGraph/frameGraphContext.js +9 -0
  101. package/FrameGraph/frameGraphContext.js.map +1 -1
  102. package/FrameGraph/frameGraphRenderContext.d.ts +4 -2
  103. package/FrameGraph/frameGraphRenderContext.js +11 -5
  104. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  105. package/FrameGraph/frameGraphTask.d.ts +8 -0
  106. package/FrameGraph/frameGraphTask.js +12 -0
  107. package/FrameGraph/frameGraphTask.js.map +1 -1
  108. package/Materials/Textures/mirrorTexture.js +4 -1
  109. package/Materials/Textures/mirrorTexture.js.map +1 -1
  110. package/Materials/clipPlaneMaterialHelper.js +11 -1
  111. package/Materials/clipPlaneMaterialHelper.js.map +1 -1
  112. package/Materials/floatingOriginMatrixOverrides.d.ts +4 -1
  113. package/Materials/floatingOriginMatrixOverrides.js +14 -2
  114. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  115. package/Materials/index.d.ts +1 -0
  116. package/Materials/index.js +1 -0
  117. package/Materials/index.js.map +1 -1
  118. package/Materials/shaderMaterial.js +1 -1
  119. package/Materials/shaderMaterial.js.map +1 -1
  120. package/Maths/math.vector.functions.d.ts +31 -5
  121. package/Maths/math.vector.functions.js +41 -4
  122. package/Maths/math.vector.functions.js.map +1 -1
  123. package/Misc/copyTextureToTexture.d.ts +10 -0
  124. package/Misc/copyTextureToTexture.js +15 -0
  125. package/Misc/copyTextureToTexture.js.map +1 -1
  126. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +7 -7
  127. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  128. package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +4 -0
  129. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +18 -2
  130. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  131. package/Particles/Node/Blocks/Emitters/customShapeBlock.js +7 -7
  132. package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
  133. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +8 -8
  134. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
  135. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +9 -9
  136. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  137. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +6 -6
  138. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
  139. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +7 -7
  140. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
  141. package/Particles/Node/Blocks/systemBlock.d.ts +29 -1
  142. package/Particles/Node/Blocks/systemBlock.js +74 -3
  143. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  144. package/Particles/Node/nodeParticleBuildState.d.ts +2 -7
  145. package/Particles/Node/nodeParticleBuildState.js +7 -22
  146. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  147. package/Particles/Node/nodeParticleSystemSet.helper.js +223 -58
  148. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  149. package/Particles/thinParticleSystem.js +1 -0
  150. package/Particles/thinParticleSystem.js.map +1 -1
  151. package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -1
  152. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  153. package/Physics/v2/Plugins/havokPlugin.d.ts +27 -4
  154. package/Physics/v2/Plugins/havokPlugin.js +72 -8
  155. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  156. package/Physics/v2/physicsEngine.d.ts +12 -2
  157. package/Physics/v2/physicsEngine.js +15 -1
  158. package/Physics/v2/physicsEngine.js.map +1 -1
  159. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +3 -0
  160. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  161. package/Shaders/picking.fragment.js +1 -1
  162. package/Shaders/picking.fragment.js.map +1 -1
  163. package/Shaders/picking.vertex.js +1 -1
  164. package/Shaders/picking.vertex.js.map +1 -1
  165. package/ShadersWGSL/iblVoxelGrid.vertex.js +1 -1
  166. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  167. package/ShadersWGSL/picking.fragment.js +1 -1
  168. package/ShadersWGSL/picking.fragment.js.map +1 -1
  169. package/ShadersWGSL/picking.vertex.js +1 -1
  170. package/ShadersWGSL/picking.vertex.js.map +1 -1
  171. package/Sprites/spriteRenderer.js +10 -8
  172. package/Sprites/spriteRenderer.js.map +1 -1
  173. package/XR/features/WebXRLightEstimation.d.ts +8 -0
  174. package/XR/features/WebXRLightEstimation.js +6 -1
  175. package/XR/features/WebXRLightEstimation.js.map +1 -1
  176. package/assetContainer.d.ts +1 -1
  177. package/assetContainer.js +1 -1
  178. package/assetContainer.js.map +1 -1
  179. package/package.json +1 -1
  180. package/scene.d.ts +5 -2
  181. package/scene.js +9 -14
  182. package/scene.js.map +1 -1
@@ -3,6 +3,7 @@ import { Buffer, VertexBuffer } from "../Buffers/buffer.js";
3
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  import { DrawWrapper } from "../Materials/drawWrapper.js";
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  import { Logger } from "../Misc/logger.js";
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  import { BindLogDepth } from "../Materials/materialHelper.functions.pure.js";
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+ import { Vector3 } from "../Maths/math.vector.js";
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  /**
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  * Class used to render sprites.
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  *
@@ -216,6 +217,7 @@ export class SpriteRenderer {
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  const max = Math.min(this._capacity, sprites.length);
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  let offset = 0;
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  let noSprite = true;
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+ const floatingOriginOffset = this._scene?.floatingOriginOffset || Vector3.ZeroReadOnly;
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  for (let index = 0; index < max; index++) {
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  const sprite = sprites[index];
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  if (!sprite || !sprite.isVisible) {
@@ -224,11 +226,11 @@ export class SpriteRenderer {
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  noSprite = false;
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  sprite._animate(deltaTime);
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  const baseSize = this.texture.getBaseSize(); // This could be change by the user inside the animate callback (like onAnimationEnd)
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- this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);
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+ this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);
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  if (!this._useInstancing) {
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- this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);
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- this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);
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- this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);
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+ this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);
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+ this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);
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+ this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);
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  }
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  }
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  if (noSprite) {
@@ -297,7 +299,7 @@ export class SpriteRenderer {
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  }
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  engine.unbindInstanceAttributes();
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  }
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- _appendSpriteVertex(index, sprite, offsetX, offsetY, baseSize, useRightHandedSystem, customSpriteUpdate) {
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+ _appendSpriteVertex(index, sprite, offsetX, offsetY, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset) {
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  let arrayOffset = index * this._vertexBufferSize;
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  if (offsetX === 0) {
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  offsetX = this._epsilon;
@@ -326,9 +328,9 @@ export class SpriteRenderer {
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  sprite._ySize = this.cellHeight;
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  }
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  // Positions
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- this._vertexData[arrayOffset] = sprite.position.x;
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- this._vertexData[arrayOffset + 1] = sprite.position.y;
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- this._vertexData[arrayOffset + 2] = sprite.position.z;
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+ this._vertexData[arrayOffset] = sprite.position.x - floatingOriginOffset.x;
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+ this._vertexData[arrayOffset + 1] = sprite.position.y - floatingOriginOffset.y;
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+ this._vertexData[arrayOffset + 2] = sprite.position.z - floatingOriginOffset.z;
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  this._vertexData[arrayOffset + 3] = sprite.angle;
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  // Options
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  this._vertexData[arrayOffset + 4] = sprite.width;
@@ -1 +1 @@
1
- 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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.pure\";\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"]}
1
+ 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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.pure\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\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 const floatingOriginOffset = this._scene?.floatingOriginOffset || Vector3.ZeroReadOnly;\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, floatingOriginOffset);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);\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 floatingOriginOffset: Vector3\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 - floatingOriginOffset.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y - floatingOriginOffset.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z - floatingOriginOffset.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"]}
@@ -35,6 +35,10 @@ export interface IWebXRLightEstimationOptions {
35
35
  * If created, this light source will be updated whenever the light estimation values change
36
36
  */
37
37
  createDirectionalLightSource?: boolean;
38
+ /**
39
+ * The scale factor to multiply the intensity of the directional light by. Defaults to 1.0.
40
+ */
41
+ directionalLightIntensityFactor?: number;
38
42
  /**
39
43
  * Define the format to be used for the light estimation texture.
40
44
  */
@@ -118,6 +122,10 @@ export declare class WebXRLightEstimation extends WebXRAbstractFeature {
118
122
  * This light will be updated whenever the light estimation values change.
119
123
  */
120
124
  directionalLight: Nullable<DirectionalLight>;
125
+ /**
126
+ * The scale factor to multiply the intensity of the directional light by. Defaults to 1.0.
127
+ */
128
+ directionalLightIntensityFactor: number;
121
129
  /**
122
130
  * This observable will notify when the reflection cube map is updated.
123
131
  */
@@ -53,6 +53,10 @@ export class WebXRLightEstimation extends WebXRAbstractFeature {
53
53
  * This light will be updated whenever the light estimation values change.
54
54
  */
55
55
  this.directionalLight = null;
56
+ /**
57
+ * The scale factor to multiply the intensity of the directional light by. Defaults to 1.0.
58
+ */
59
+ this.directionalLightIntensityFactor = 1.0;
56
60
  /**
57
61
  * This observable will notify when the reflection cube map is updated.
58
62
  */
@@ -118,6 +122,7 @@ export class WebXRLightEstimation extends WebXRAbstractFeature {
118
122
  this.directionalLight.intensity = 0;
119
123
  this.directionalLight.falloffType = LightConstants.FALLOFF_GLTF;
120
124
  }
125
+ this.directionalLightIntensityFactor = this.options.directionalLightIntensityFactor ?? 1.0;
121
126
  this._hdrFilter = new HDRFiltering(this._xrSessionManager.scene.getEngine());
122
127
  // https://immersive-web.github.io/lighting-estimation/
123
128
  Tools.Warn("light-estimation is an experimental and unstable feature.");
@@ -261,7 +266,7 @@ export class WebXRLightEstimation extends WebXRAbstractFeature {
261
266
  // set the values after calculating them
262
267
  if (this.directionalLight) {
263
268
  this.directionalLight.direction.copyFrom(this._lightDirection);
264
- this.directionalLight.intensity = Math.min(this._intensity, 1.0);
269
+ this.directionalLight.intensity = Math.min(this._intensity, 1.0) * this.directionalLightIntensityFactor;
265
270
  this.directionalLight.diffuse.copyFrom(this._lightColor);
266
271
  }
267
272
  }
@@ -1 +1 @@
1
- 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{ WebGLHardwareTexture } from \"../../Engines/WebGL/webGLHardwareTexture\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { DirectionalLight } from \"../../Lights/directionalLight\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { SphericalHarmonics, SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\nimport { LightConstants } from \"../../Lights/lightConstants\";\r\nimport { HDRFiltering } from \"core/Materials/Textures/Filtering/hdrFiltering\";\r\nimport type { ThinEngine } from \"core/Engines\";\r\n\r\n/**\r\n * Options for Light Estimation feature\r\n */\r\nexport interface IWebXRLightEstimationOptions {\r\n /**\r\n * Disable the cube map reflection feature. In this case only light direction and color will be updated\r\n */\r\n disableCubeMapReflection?: boolean;\r\n /**\r\n * Should the scene's env texture be set to the cube map reflection texture\r\n * Note that this doesn't work is disableCubeMapReflection if set to false\r\n */\r\n setSceneEnvironmentTexture?: boolean;\r\n /**\r\n * How often should the cubemap update in ms.\r\n * If not set the cubemap will be updated every time the underlying system updates the environment texture.\r\n */\r\n cubeMapPollInterval?: number;\r\n /**\r\n * How often should the light estimation properties update in ms.\r\n * If not set the light estimation properties will be updated on every frame (depending on the underlying system)\r\n */\r\n lightEstimationPollInterval?: number;\r\n /**\r\n * Should a directional light source be created.\r\n * If created, this light source will be updated whenever the light estimation values change\r\n */\r\n createDirectionalLightSource?: boolean;\r\n /**\r\n * Define the format to be used for the light estimation texture.\r\n */\r\n reflectionFormat?: XRReflectionFormat;\r\n /**\r\n * Should the light estimation's needed vectors be constructed on each frame.\r\n * Use this when you use those vectors and don't want their values to change outside of the light estimation feature\r\n */\r\n disableVectorReuse?: boolean;\r\n\r\n /**\r\n * disable applying the spherical polynomial to the cube map texture\r\n */\r\n disableSphericalPolynomial?: boolean;\r\n\r\n /**\r\n * disable prefiltering the cube map texture\r\n */\r\n disablePreFiltering?: boolean;\r\n}\r\n\r\n/**\r\n * An interface describing the result of a light estimation\r\n */\r\nexport interface IWebXRLightEstimation {\r\n /**\r\n * The intensity of the light source\r\n */\r\n lightIntensity: number;\r\n /**\r\n * Color of light source\r\n */\r\n lightColor: Color3;\r\n /**\r\n * The direction from the light source\r\n */\r\n lightDirection: Vector3;\r\n /**\r\n * Spherical harmonics coefficients of the light source\r\n */\r\n sphericalHarmonics: SphericalHarmonics;\r\n}\r\n\r\n/**\r\n * Light Estimation Feature\r\n *\r\n * @since 5.0.0\r\n */\r\nexport class WebXRLightEstimation extends WebXRAbstractFeature {\r\n private _canvasContext: Nullable<WebGLRenderingContext | WebGL2RenderingContext> = null;\r\n private _reflectionCubeMap: Nullable<BaseTexture> = null;\r\n private _xrLightEstimate: Nullable<XRLightEstimate> = null;\r\n private _xrLightProbe: Nullable<XRLightProbe> = null;\r\n private _xrWebGLBinding: Nullable<XRWebGLBinding> = null;\r\n private _lightDirection: Vector3 = Vector3.Up().negateInPlace();\r\n private _lightColor: Color3 = Color3.White();\r\n private _intensity: number = 1;\r\n private _sphericalHarmonics: SphericalHarmonics = new SphericalHarmonics();\r\n private _cubeMapPollTime = Date.now();\r\n private _lightEstimationPollTime = Date.now();\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.LIGHT_ESTIMATION;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * ARCore's reflection cube map size is 16x16.\r\n * Once other systems support this feature we will need to change this to be dynamic.\r\n * see https://github.com/immersive-web/lighting-estimation/blob/main/lighting-estimation-explainer.md#cube-map-open-questions\r\n */\r\n private _reflectionCubeMapTextureSize: number = 16;\r\n\r\n private _hdrFilter: HDRFiltering;\r\n\r\n /**\r\n * If createDirectionalLightSource is set to true this light source will be created automatically.\r\n * Otherwise this can be set with an external directional light source.\r\n * This light will be updated whenever the light estimation values change.\r\n */\r\n public directionalLight: Nullable<DirectionalLight> = null;\r\n\r\n /**\r\n * This observable will notify when the reflection cube map is updated.\r\n */\r\n public onReflectionCubeMapUpdatedObservable: Observable<BaseTexture> = new Observable();\r\n\r\n /**\r\n * Creates a new instance of the light estimation feature\r\n * @param _xrSessionManager an instance of WebXRSessionManager\r\n * @param options options to use when constructing this feature\r\n */\r\n constructor(\r\n _xrSessionManager: WebXRSessionManager,\r\n /**\r\n * options to use when constructing this feature\r\n */\r\n public readonly options: IWebXRLightEstimationOptions\r\n ) {\r\n super(_xrSessionManager);\r\n this.xrNativeFeatureName = \"light-estimation\";\r\n\r\n if (this.options.createDirectionalLightSource) {\r\n this.directionalLight = new DirectionalLight(\"light estimation directional\", this._lightDirection, this._xrSessionManager.scene);\r\n this.directionalLight.position = new Vector3(0, 8, 0);\r\n // intensity will be set later\r\n this.directionalLight.intensity = 0;\r\n this.directionalLight.falloffType = LightConstants.FALLOFF_GLTF;\r\n }\r\n\r\n this._hdrFilter = new HDRFiltering(this._xrSessionManager.scene.getEngine() as ThinEngine);\r\n\r\n // https://immersive-web.github.io/lighting-estimation/\r\n Tools.Warn(\"light-estimation is an experimental and unstable feature.\");\r\n }\r\n\r\n /**\r\n * While the estimated cube map is expected to update over time to better reflect the user's environment as they move around those changes are unlikely to happen with every XRFrame.\r\n * Since creating and processing the cube map is potentially expensive, especially if mip maps are needed, you can listen to the onReflectionCubeMapUpdatedObservable to determine\r\n * when it has been updated.\r\n */\r\n public get reflectionCubeMapTexture(): Nullable<BaseTexture> {\r\n return this._reflectionCubeMap;\r\n }\r\n\r\n /**\r\n * The most recent light estimate. Available starting on the first frame where the device provides a light probe.\r\n */\r\n public get xrLightingEstimate(): Nullable<IWebXRLightEstimation> {\r\n if (this._xrLightEstimate) {\r\n return {\r\n lightColor: this._lightColor,\r\n lightDirection: this._lightDirection,\r\n lightIntensity: this._intensity,\r\n sphericalHarmonics: this._sphericalHarmonics,\r\n };\r\n }\r\n return this._xrLightEstimate;\r\n }\r\n\r\n private _getCanvasContext(): WebGLRenderingContext | WebGL2RenderingContext {\r\n if (this._canvasContext === null) {\r\n this._canvasContext = (this._xrSessionManager.scene.getEngine() as ThinEngine)._gl;\r\n }\r\n return this._canvasContext;\r\n }\r\n\r\n private _getXRGLBinding(): XRWebGLBinding {\r\n if (this._xrWebGLBinding === null) {\r\n const context = this._getCanvasContext();\r\n this._xrWebGLBinding = new XRWebGLBinding(this._xrSessionManager.session, context);\r\n }\r\n return this._xrWebGLBinding;\r\n }\r\n\r\n /**\r\n * Event Listener for \"reflectionchange\" events.\r\n */\r\n private _updateReflectionCubeMap = (): void => {\r\n if (!this._xrLightProbe) {\r\n return;\r\n }\r\n // check poll time, do not update if it has not been long enough\r\n if (this.options.cubeMapPollInterval) {\r\n const now = Date.now();\r\n if (now - this._cubeMapPollTime < this.options.cubeMapPollInterval) {\r\n return;\r\n }\r\n this._cubeMapPollTime = now;\r\n }\r\n const lp = this._getXRGLBinding().getReflectionCubeMap(this._xrLightProbe);\r\n if (lp && this._reflectionCubeMap) {\r\n if (!this._reflectionCubeMap._texture) {\r\n const internalTexture = new InternalTexture(this._xrSessionManager.scene.getEngine(), InternalTextureSource.Unknown);\r\n internalTexture.isCube = true;\r\n internalTexture.invertY = false;\r\n internalTexture._useSRGBBuffer = this.options.reflectionFormat === \"srgba8\";\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n internalTexture.generateMipMaps = true;\r\n internalTexture.type = this.options.reflectionFormat !== \"srgba8\" ? Constants.TEXTURETYPE_HALF_FLOAT : Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture.samplingMode = Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR;\r\n internalTexture.width = this._reflectionCubeMapTextureSize;\r\n internalTexture.height = this._reflectionCubeMapTextureSize;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n internalTexture._hardwareTexture = new WebGLHardwareTexture(lp, this._getCanvasContext() as WebGLRenderingContext);\r\n this._reflectionCubeMap._texture = internalTexture;\r\n } else {\r\n this._reflectionCubeMap._texture._hardwareTexture?.set(lp);\r\n this._reflectionCubeMap._texture.getEngine().resetTextureCache();\r\n }\r\n this._reflectionCubeMap._texture.isReady = true;\r\n if (!this.options.disablePreFiltering) {\r\n this._xrLightProbe.removeEventListener(\"reflectionchange\", this._updateReflectionCubeMap);\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._hdrFilter.prefilter(this._reflectionCubeMap).then(() => {\r\n this._xrSessionManager.scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n this.onReflectionCubeMapUpdatedObservable.notifyObservers(this._reflectionCubeMap!);\r\n this._xrLightProbe!.addEventListener(\"reflectionchange\", this._updateReflectionCubeMap);\r\n });\r\n } else {\r\n this._xrSessionManager.scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n\r\n this.onReflectionCubeMapUpdatedObservable.notifyObservers(this._reflectionCubeMap);\r\n }\r\n }\r\n };\r\n\r\n /**\r\n * attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public override attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n const reflectionFormat = this.options.reflectionFormat ?? (this._xrSessionManager.session.preferredReflectionFormat || \"srgba8\");\r\n this.options.reflectionFormat = reflectionFormat;\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._xrSessionManager.session\r\n .requestLightProbe({\r\n reflectionFormat,\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .then((xrLightProbe: XRLightProbe) => {\r\n this._xrLightProbe = xrLightProbe;\r\n if (!this.options.disableCubeMapReflection) {\r\n if (!this._reflectionCubeMap) {\r\n this._reflectionCubeMap = new BaseTexture(this._xrSessionManager.scene);\r\n this._reflectionCubeMap._isCube = true;\r\n this._reflectionCubeMap.coordinatesMode = Constants.TEXTURE_CUBIC_MODE;\r\n if (this.options.setSceneEnvironmentTexture) {\r\n this._xrSessionManager.scene.environmentTexture = this._reflectionCubeMap;\r\n }\r\n }\r\n this._xrLightProbe.addEventListener(\"reflectionchange\", this._updateReflectionCubeMap);\r\n }\r\n });\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public override detach(): boolean {\r\n const detached = super.detach();\r\n\r\n if (this._xrLightProbe !== null && !this.options.disableCubeMapReflection) {\r\n this._xrLightProbe.removeEventListener(\"reflectionchange\", this._updateReflectionCubeMap);\r\n this._xrLightProbe = null;\r\n }\r\n\r\n this._canvasContext = null;\r\n this._xrLightEstimate = null;\r\n // When the session ends (on detach) we must clear our XRWebGLBinging instance, which references the ended session.\r\n this._xrWebGLBinding = null;\r\n\r\n return detached;\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n\r\n this.onReflectionCubeMapUpdatedObservable.clear();\r\n\r\n if (this.directionalLight) {\r\n this.directionalLight.dispose();\r\n this.directionalLight = null;\r\n }\r\n\r\n if (this._reflectionCubeMap !== null) {\r\n if (this._reflectionCubeMap._texture) {\r\n this._reflectionCubeMap._texture.dispose();\r\n }\r\n this._reflectionCubeMap.dispose();\r\n this._reflectionCubeMap = null;\r\n }\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame): void {\r\n if (this._xrLightProbe !== null) {\r\n if (this.options.lightEstimationPollInterval) {\r\n const now = Date.now();\r\n if (now - this._lightEstimationPollTime < this.options.lightEstimationPollInterval) {\r\n return;\r\n }\r\n this._lightEstimationPollTime = now;\r\n }\r\n this._xrLightEstimate = _xrFrame.getLightEstimate(this._xrLightProbe);\r\n if (this._xrLightEstimate) {\r\n this._intensity = Math.max(\r\n 1.0,\r\n this._xrLightEstimate.primaryLightIntensity.x,\r\n this._xrLightEstimate.primaryLightIntensity.y,\r\n this._xrLightEstimate.primaryLightIntensity.z\r\n );\r\n\r\n const rhsFactor = this._xrSessionManager.scene.useRightHandedSystem ? 1.0 : -1.0;\r\n\r\n // recreate the vector caches, so that the last one provided to the user will persist\r\n if (this.options.disableVectorReuse) {\r\n this._lightDirection = new Vector3();\r\n this._lightColor = new Color3();\r\n if (this.directionalLight) {\r\n this.directionalLight.direction = this._lightDirection;\r\n this.directionalLight.diffuse = this._lightColor;\r\n }\r\n }\r\n\r\n this._lightDirection.copyFromFloats(\r\n this._xrLightEstimate.primaryLightDirection.x,\r\n this._xrLightEstimate.primaryLightDirection.y,\r\n this._xrLightEstimate.primaryLightDirection.z * rhsFactor\r\n );\r\n this._lightColor.copyFromFloats(\r\n this._xrLightEstimate.primaryLightIntensity.x / this._intensity,\r\n this._xrLightEstimate.primaryLightIntensity.y / this._intensity,\r\n this._xrLightEstimate.primaryLightIntensity.z / this._intensity\r\n );\r\n this._sphericalHarmonics.updateFromFloatsArray(this._xrLightEstimate.sphericalHarmonicsCoefficients);\r\n if (this._reflectionCubeMap && !this.options.disableSphericalPolynomial) {\r\n this._reflectionCubeMap.sphericalPolynomial = this._reflectionCubeMap.sphericalPolynomial || new SphericalPolynomial();\r\n this._reflectionCubeMap.sphericalPolynomial?.updateFromHarmonics(this._sphericalHarmonics);\r\n }\r\n\r\n // direction from instead of direction to\r\n this._lightDirection.negateInPlace();\r\n // set the values after calculating them\r\n if (this.directionalLight) {\r\n this.directionalLight.direction.copyFrom(this._lightDirection);\r\n this.directionalLight.intensity = Math.min(this._intensity, 1.0);\r\n this.directionalLight.diffuse.copyFrom(this._lightColor);\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\n// register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRLightEstimation.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRLightEstimation(xrSessionManager, options);\r\n },\r\n WebXRLightEstimation.Version,\r\n false\r\n);\r\n"]}
1
+ 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{ WebGLHardwareTexture } from \"../../Engines/WebGL/webGLHardwareTexture\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { DirectionalLight } from \"../../Lights/directionalLight\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { SphericalHarmonics, SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\nimport { LightConstants } from \"../../Lights/lightConstants\";\r\nimport { HDRFiltering } from \"core/Materials/Textures/Filtering/hdrFiltering\";\r\nimport type { ThinEngine } from \"core/Engines\";\r\n\r\n/**\r\n * Options for Light Estimation feature\r\n */\r\nexport interface IWebXRLightEstimationOptions {\r\n /**\r\n * Disable the cube map reflection feature. In this case only light direction and color will be updated\r\n */\r\n disableCubeMapReflection?: boolean;\r\n /**\r\n * Should the scene's env texture be set to the cube map reflection texture\r\n * Note that this doesn't work is disableCubeMapReflection if set to false\r\n */\r\n setSceneEnvironmentTexture?: boolean;\r\n /**\r\n * How often should the cubemap update in ms.\r\n * If not set the cubemap will be updated every time the underlying system updates the environment texture.\r\n */\r\n cubeMapPollInterval?: number;\r\n /**\r\n * How often should the light estimation properties update in ms.\r\n * If not set the light estimation properties will be updated on every frame (depending on the underlying system)\r\n */\r\n lightEstimationPollInterval?: number;\r\n /**\r\n * Should a directional light source be created.\r\n * If created, this light source will be updated whenever the light estimation values change\r\n */\r\n createDirectionalLightSource?: boolean;\r\n /**\r\n * The scale factor to multiply the intensity of the directional light by. Defaults to 1.0.\r\n */\r\n directionalLightIntensityFactor?: number;\r\n /**\r\n * Define the format to be used for the light estimation texture.\r\n */\r\n reflectionFormat?: XRReflectionFormat;\r\n /**\r\n * Should the light estimation's needed vectors be constructed on each frame.\r\n * Use this when you use those vectors and don't want their values to change outside of the light estimation feature\r\n */\r\n disableVectorReuse?: boolean;\r\n\r\n /**\r\n * disable applying the spherical polynomial to the cube map texture\r\n */\r\n disableSphericalPolynomial?: boolean;\r\n\r\n /**\r\n * disable prefiltering the cube map texture\r\n */\r\n disablePreFiltering?: boolean;\r\n}\r\n\r\n/**\r\n * An interface describing the result of a light estimation\r\n */\r\nexport interface IWebXRLightEstimation {\r\n /**\r\n * The intensity of the light source\r\n */\r\n lightIntensity: number;\r\n /**\r\n * Color of light source\r\n */\r\n lightColor: Color3;\r\n /**\r\n * The direction from the light source\r\n */\r\n lightDirection: Vector3;\r\n /**\r\n * Spherical harmonics coefficients of the light source\r\n */\r\n sphericalHarmonics: SphericalHarmonics;\r\n}\r\n\r\n/**\r\n * Light Estimation Feature\r\n *\r\n * @since 5.0.0\r\n */\r\nexport class WebXRLightEstimation extends WebXRAbstractFeature {\r\n private _canvasContext: Nullable<WebGLRenderingContext | WebGL2RenderingContext> = null;\r\n private _reflectionCubeMap: Nullable<BaseTexture> = null;\r\n private _xrLightEstimate: Nullable<XRLightEstimate> = null;\r\n private _xrLightProbe: Nullable<XRLightProbe> = null;\r\n private _xrWebGLBinding: Nullable<XRWebGLBinding> = null;\r\n private _lightDirection: Vector3 = Vector3.Up().negateInPlace();\r\n private _lightColor: Color3 = Color3.White();\r\n private _intensity: number = 1;\r\n private _sphericalHarmonics: SphericalHarmonics = new SphericalHarmonics();\r\n private _cubeMapPollTime = Date.now();\r\n private _lightEstimationPollTime = Date.now();\r\n\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.LIGHT_ESTIMATION;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * ARCore's reflection cube map size is 16x16.\r\n * Once other systems support this feature we will need to change this to be dynamic.\r\n * see https://github.com/immersive-web/lighting-estimation/blob/main/lighting-estimation-explainer.md#cube-map-open-questions\r\n */\r\n private _reflectionCubeMapTextureSize: number = 16;\r\n\r\n private _hdrFilter: HDRFiltering;\r\n\r\n /**\r\n * If createDirectionalLightSource is set to true this light source will be created automatically.\r\n * Otherwise this can be set with an external directional light source.\r\n * This light will be updated whenever the light estimation values change.\r\n */\r\n public directionalLight: Nullable<DirectionalLight> = null;\r\n\r\n /**\r\n * The scale factor to multiply the intensity of the directional light by. Defaults to 1.0.\r\n */\r\n public directionalLightIntensityFactor: number = 1.0;\r\n\r\n /**\r\n * This observable will notify when the reflection cube map is updated.\r\n */\r\n public onReflectionCubeMapUpdatedObservable: Observable<BaseTexture> = new Observable();\r\n\r\n /**\r\n * Creates a new instance of the light estimation feature\r\n * @param _xrSessionManager an instance of WebXRSessionManager\r\n * @param options options to use when constructing this feature\r\n */\r\n constructor(\r\n _xrSessionManager: WebXRSessionManager,\r\n /**\r\n * options to use when constructing this feature\r\n */\r\n public readonly options: IWebXRLightEstimationOptions\r\n ) {\r\n super(_xrSessionManager);\r\n this.xrNativeFeatureName = \"light-estimation\";\r\n\r\n if (this.options.createDirectionalLightSource) {\r\n this.directionalLight = new DirectionalLight(\"light estimation directional\", this._lightDirection, this._xrSessionManager.scene);\r\n this.directionalLight.position = new Vector3(0, 8, 0);\r\n // intensity will be set later\r\n this.directionalLight.intensity = 0;\r\n this.directionalLight.falloffType = LightConstants.FALLOFF_GLTF;\r\n }\r\n\r\n this.directionalLightIntensityFactor = this.options.directionalLightIntensityFactor ?? 1.0;\r\n\r\n this._hdrFilter = new HDRFiltering(this._xrSessionManager.scene.getEngine() as ThinEngine);\r\n\r\n // https://immersive-web.github.io/lighting-estimation/\r\n Tools.Warn(\"light-estimation is an experimental and unstable feature.\");\r\n }\r\n\r\n /**\r\n * While the estimated cube map is expected to update over time to better reflect the user's environment as they move around those changes are unlikely to happen with every XRFrame.\r\n * Since creating and processing the cube map is potentially expensive, especially if mip maps are needed, you can listen to the onReflectionCubeMapUpdatedObservable to determine\r\n * when it has been updated.\r\n */\r\n public get reflectionCubeMapTexture(): Nullable<BaseTexture> {\r\n return this._reflectionCubeMap;\r\n }\r\n\r\n /**\r\n * The most recent light estimate. Available starting on the first frame where the device provides a light probe.\r\n */\r\n public get xrLightingEstimate(): Nullable<IWebXRLightEstimation> {\r\n if (this._xrLightEstimate) {\r\n return {\r\n lightColor: this._lightColor,\r\n lightDirection: this._lightDirection,\r\n lightIntensity: this._intensity,\r\n sphericalHarmonics: this._sphericalHarmonics,\r\n };\r\n }\r\n return this._xrLightEstimate;\r\n }\r\n\r\n private _getCanvasContext(): WebGLRenderingContext | WebGL2RenderingContext {\r\n if (this._canvasContext === null) {\r\n this._canvasContext = (this._xrSessionManager.scene.getEngine() as ThinEngine)._gl;\r\n }\r\n return this._canvasContext;\r\n }\r\n\r\n private _getXRGLBinding(): XRWebGLBinding {\r\n if (this._xrWebGLBinding === null) {\r\n const context = this._getCanvasContext();\r\n this._xrWebGLBinding = new XRWebGLBinding(this._xrSessionManager.session, context);\r\n }\r\n return this._xrWebGLBinding;\r\n }\r\n\r\n /**\r\n * Event Listener for \"reflectionchange\" events.\r\n */\r\n private _updateReflectionCubeMap = (): void => {\r\n if (!this._xrLightProbe) {\r\n return;\r\n }\r\n // check poll time, do not update if it has not been long enough\r\n if (this.options.cubeMapPollInterval) {\r\n const now = Date.now();\r\n if (now - this._cubeMapPollTime < this.options.cubeMapPollInterval) {\r\n return;\r\n }\r\n this._cubeMapPollTime = now;\r\n }\r\n const lp = this._getXRGLBinding().getReflectionCubeMap(this._xrLightProbe);\r\n if (lp && this._reflectionCubeMap) {\r\n if (!this._reflectionCubeMap._texture) {\r\n const internalTexture = new InternalTexture(this._xrSessionManager.scene.getEngine(), InternalTextureSource.Unknown);\r\n internalTexture.isCube = true;\r\n internalTexture.invertY = false;\r\n internalTexture._useSRGBBuffer = this.options.reflectionFormat === \"srgba8\";\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n internalTexture.generateMipMaps = true;\r\n internalTexture.type = this.options.reflectionFormat !== \"srgba8\" ? Constants.TEXTURETYPE_HALF_FLOAT : Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture.samplingMode = Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR;\r\n internalTexture.width = this._reflectionCubeMapTextureSize;\r\n internalTexture.height = this._reflectionCubeMapTextureSize;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n internalTexture._hardwareTexture = new WebGLHardwareTexture(lp, this._getCanvasContext() as WebGLRenderingContext);\r\n this._reflectionCubeMap._texture = internalTexture;\r\n } else {\r\n this._reflectionCubeMap._texture._hardwareTexture?.set(lp);\r\n this._reflectionCubeMap._texture.getEngine().resetTextureCache();\r\n }\r\n this._reflectionCubeMap._texture.isReady = true;\r\n if (!this.options.disablePreFiltering) {\r\n this._xrLightProbe.removeEventListener(\"reflectionchange\", this._updateReflectionCubeMap);\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._hdrFilter.prefilter(this._reflectionCubeMap).then(() => {\r\n this._xrSessionManager.scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n this.onReflectionCubeMapUpdatedObservable.notifyObservers(this._reflectionCubeMap!);\r\n this._xrLightProbe!.addEventListener(\"reflectionchange\", this._updateReflectionCubeMap);\r\n });\r\n } else {\r\n this._xrSessionManager.scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n\r\n this.onReflectionCubeMapUpdatedObservable.notifyObservers(this._reflectionCubeMap);\r\n }\r\n }\r\n };\r\n\r\n /**\r\n * attach this feature\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public override attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n const reflectionFormat = this.options.reflectionFormat ?? (this._xrSessionManager.session.preferredReflectionFormat || \"srgba8\");\r\n this.options.reflectionFormat = reflectionFormat;\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._xrSessionManager.session\r\n .requestLightProbe({\r\n reflectionFormat,\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .then((xrLightProbe: XRLightProbe) => {\r\n this._xrLightProbe = xrLightProbe;\r\n if (!this.options.disableCubeMapReflection) {\r\n if (!this._reflectionCubeMap) {\r\n this._reflectionCubeMap = new BaseTexture(this._xrSessionManager.scene);\r\n this._reflectionCubeMap._isCube = true;\r\n this._reflectionCubeMap.coordinatesMode = Constants.TEXTURE_CUBIC_MODE;\r\n if (this.options.setSceneEnvironmentTexture) {\r\n this._xrSessionManager.scene.environmentTexture = this._reflectionCubeMap;\r\n }\r\n }\r\n this._xrLightProbe.addEventListener(\"reflectionchange\", this._updateReflectionCubeMap);\r\n }\r\n });\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * detach this feature.\r\n * Will usually be called by the features manager\r\n *\r\n * @returns true if successful.\r\n */\r\n public override detach(): boolean {\r\n const detached = super.detach();\r\n\r\n if (this._xrLightProbe !== null && !this.options.disableCubeMapReflection) {\r\n this._xrLightProbe.removeEventListener(\"reflectionchange\", this._updateReflectionCubeMap);\r\n this._xrLightProbe = null;\r\n }\r\n\r\n this._canvasContext = null;\r\n this._xrLightEstimate = null;\r\n // When the session ends (on detach) we must clear our XRWebGLBinging instance, which references the ended session.\r\n this._xrWebGLBinding = null;\r\n\r\n return detached;\r\n }\r\n\r\n /**\r\n * Dispose this feature and all of the resources attached\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n\r\n this.onReflectionCubeMapUpdatedObservable.clear();\r\n\r\n if (this.directionalLight) {\r\n this.directionalLight.dispose();\r\n this.directionalLight = null;\r\n }\r\n\r\n if (this._reflectionCubeMap !== null) {\r\n if (this._reflectionCubeMap._texture) {\r\n this._reflectionCubeMap._texture.dispose();\r\n }\r\n this._reflectionCubeMap.dispose();\r\n this._reflectionCubeMap = null;\r\n }\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame): void {\r\n if (this._xrLightProbe !== null) {\r\n if (this.options.lightEstimationPollInterval) {\r\n const now = Date.now();\r\n if (now - this._lightEstimationPollTime < this.options.lightEstimationPollInterval) {\r\n return;\r\n }\r\n this._lightEstimationPollTime = now;\r\n }\r\n this._xrLightEstimate = _xrFrame.getLightEstimate(this._xrLightProbe);\r\n if (this._xrLightEstimate) {\r\n this._intensity = Math.max(\r\n 1.0,\r\n this._xrLightEstimate.primaryLightIntensity.x,\r\n this._xrLightEstimate.primaryLightIntensity.y,\r\n this._xrLightEstimate.primaryLightIntensity.z\r\n );\r\n\r\n const rhsFactor = this._xrSessionManager.scene.useRightHandedSystem ? 1.0 : -1.0;\r\n\r\n // recreate the vector caches, so that the last one provided to the user will persist\r\n if (this.options.disableVectorReuse) {\r\n this._lightDirection = new Vector3();\r\n this._lightColor = new Color3();\r\n if (this.directionalLight) {\r\n this.directionalLight.direction = this._lightDirection;\r\n this.directionalLight.diffuse = this._lightColor;\r\n }\r\n }\r\n\r\n this._lightDirection.copyFromFloats(\r\n this._xrLightEstimate.primaryLightDirection.x,\r\n this._xrLightEstimate.primaryLightDirection.y,\r\n this._xrLightEstimate.primaryLightDirection.z * rhsFactor\r\n );\r\n this._lightColor.copyFromFloats(\r\n this._xrLightEstimate.primaryLightIntensity.x / this._intensity,\r\n this._xrLightEstimate.primaryLightIntensity.y / this._intensity,\r\n this._xrLightEstimate.primaryLightIntensity.z / this._intensity\r\n );\r\n this._sphericalHarmonics.updateFromFloatsArray(this._xrLightEstimate.sphericalHarmonicsCoefficients);\r\n if (this._reflectionCubeMap && !this.options.disableSphericalPolynomial) {\r\n this._reflectionCubeMap.sphericalPolynomial = this._reflectionCubeMap.sphericalPolynomial || new SphericalPolynomial();\r\n this._reflectionCubeMap.sphericalPolynomial?.updateFromHarmonics(this._sphericalHarmonics);\r\n }\r\n\r\n // direction from instead of direction to\r\n this._lightDirection.negateInPlace();\r\n // set the values after calculating them\r\n if (this.directionalLight) {\r\n this.directionalLight.direction.copyFrom(this._lightDirection);\r\n this.directionalLight.intensity = Math.min(this._intensity, 1.0) * this.directionalLightIntensityFactor;\r\n this.directionalLight.diffuse.copyFrom(this._lightColor);\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\n// register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRLightEstimation.Name,\r\n (xrSessionManager, options) => {\r\n return () => new WebXRLightEstimation(xrSessionManager, options);\r\n },\r\n WebXRLightEstimation.Version,\r\n false\r\n);\r\n"]}
@@ -269,7 +269,7 @@ export declare class AssetContainer extends AbstractAssetContainer {
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  populateRootNodes(): void;
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  /**
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  * @since 6.26.0
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- * Given a root asset, this method will traverse its hierarchy and add it, its children and any materials/skeletons/animation groups to the container.
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+ * Given a root asset, this method will traverse its hierarchy and add it, its children and any materials/skeletons to the container.
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  * @param root root node
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  */
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  addAllAssetsToContainer(root: Node): void;
package/assetContainer.js CHANGED
@@ -1066,7 +1066,7 @@ export class AssetContainer extends AbstractAssetContainer {
1066
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  }
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  /**
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  * @since 6.26.0
1069
- * Given a root asset, this method will traverse its hierarchy and add it, its children and any materials/skeletons/animation groups to the container.
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+ * Given a root asset, this method will traverse its hierarchy and add it, its children and any materials/skeletons to the container.
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  * @param root root node
1071
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  */
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  addAllAssetsToContainer(root) {