@onerjs/core 8.31.9 → 8.32.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (371) hide show
  1. package/Audio/Interfaces/ISoundOptions.d.ts +1 -1
  2. package/Audio/Interfaces/ISoundOptions.js.map +1 -1
  3. package/Audio/audioEngine.d.ts +3 -4
  4. package/Audio/audioEngine.js +9 -6
  5. package/Audio/audioEngine.js.map +1 -1
  6. package/Audio/sound.d.ts +33 -54
  7. package/Audio/sound.js +450 -718
  8. package/Audio/sound.js.map +1 -1
  9. package/AudioV2/abstractAudio/abstractAudioOutNode.d.ts +1 -1
  10. package/AudioV2/abstractAudio/abstractAudioOutNode.js +1 -1
  11. package/AudioV2/abstractAudio/abstractAudioOutNode.js.map +1 -1
  12. package/AudioV2/abstractAudio/abstractSound.d.ts +1 -1
  13. package/AudioV2/abstractAudio/abstractSound.js +2 -2
  14. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  15. package/AudioV2/abstractAudio/abstractSoundSource.d.ts +11 -3
  16. package/AudioV2/abstractAudio/abstractSoundSource.js +37 -1
  17. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  18. package/AudioV2/abstractAudio/audioBus.d.ts +8 -3
  19. package/AudioV2/abstractAudio/audioBus.js +24 -1
  20. package/AudioV2/abstractAudio/audioBus.js.map +1 -1
  21. package/AudioV2/abstractAudio/staticSound.d.ts +1 -1
  22. package/AudioV2/abstractAudio/staticSound.js +2 -2
  23. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  24. package/AudioV2/abstractAudio/streamingSound.d.ts +1 -1
  25. package/AudioV2/abstractAudio/streamingSound.js +2 -2
  26. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  27. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.d.ts +1 -1
  28. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js +3 -0
  29. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js.map +1 -1
  30. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +1 -0
  31. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +1 -0
  32. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  33. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +12 -2
  34. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +2 -0
  35. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  36. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +6 -0
  37. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +25 -0
  38. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  39. package/AudioV2/webAudio/components/webAudioParameterComponent.js +2 -2
  40. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
  41. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +3 -0
  42. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +14 -17
  43. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  44. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +1 -0
  45. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  46. package/AudioV2/webAudio/subProperties/spatialWebAudio.js +1 -0
  47. package/AudioV2/webAudio/subProperties/spatialWebAudio.js.map +1 -1
  48. package/AudioV2/webAudio/webAudioBus.d.ts +2 -7
  49. package/AudioV2/webAudio/webAudioBus.js +4 -24
  50. package/AudioV2/webAudio/webAudioBus.js.map +1 -1
  51. package/AudioV2/webAudio/webAudioEngine.js +1 -0
  52. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  53. package/AudioV2/webAudio/webAudioSoundSource.d.ts +2 -7
  54. package/AudioV2/webAudio/webAudioSoundSource.js +3 -24
  55. package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
  56. package/AudioV2/webAudio/webAudioStaticSound.d.ts +3 -7
  57. package/AudioV2/webAudio/webAudioStaticSound.js +13 -26
  58. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  59. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -7
  60. package/AudioV2/webAudio/webAudioStreamingSound.js +6 -23
  61. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  62. package/Behaviors/Cameras/autoRotationBehavior.d.ts +4 -0
  63. package/Behaviors/Cameras/autoRotationBehavior.js +7 -0
  64. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  65. package/Behaviors/Cameras/bouncingBehavior.d.ts +5 -0
  66. package/Behaviors/Cameras/bouncingBehavior.js +8 -0
  67. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  68. package/Behaviors/Cameras/framingBehavior.d.ts +4 -0
  69. package/Behaviors/Cameras/framingBehavior.js +7 -0
  70. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  71. package/Behaviors/Cameras/interpolatingBehavior.d.ts +7 -2
  72. package/Behaviors/Cameras/interpolatingBehavior.js +12 -4
  73. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  74. package/Behaviors/Meshes/attachToBoxBehavior.d.ts +5 -0
  75. package/Behaviors/Meshes/attachToBoxBehavior.js +8 -1
  76. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  77. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +5 -2
  78. package/Behaviors/Meshes/baseSixDofDragBehavior.js +8 -0
  79. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  80. package/Behaviors/Meshes/fadeInOutBehavior.d.ts +5 -0
  81. package/Behaviors/Meshes/fadeInOutBehavior.js +6 -0
  82. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  83. package/Behaviors/Meshes/handConstraintBehavior.d.ts +5 -0
  84. package/Behaviors/Meshes/handConstraintBehavior.js +8 -0
  85. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  86. package/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +5 -0
  87. package/Behaviors/Meshes/multiPointerScaleBehavior.js +8 -0
  88. package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
  89. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  90. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  91. package/Behaviors/Meshes/sixDofDragBehavior.js +1 -1
  92. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  93. package/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +5 -0
  94. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +7 -0
  95. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  96. package/Behaviors/behavior.d.ts +4 -0
  97. package/Behaviors/behavior.js.map +1 -1
  98. package/Cameras/arcRotateCamera.js +4 -5
  99. package/Cameras/arcRotateCamera.js.map +1 -1
  100. package/Cameras/geospatialCamera.d.ts +4 -5
  101. package/Cameras/geospatialCamera.js +42 -29
  102. package/Cameras/geospatialCamera.js.map +1 -1
  103. package/Cameras/geospatialCameraMovement.js +1 -1
  104. package/Cameras/geospatialCameraMovement.js.map +1 -1
  105. package/Compute/computeEffect.js +5 -1
  106. package/Compute/computeEffect.js.map +1 -1
  107. package/Compute/computeShader.d.ts +4 -0
  108. package/Compute/computeShader.js +9 -3
  109. package/Compute/computeShader.js.map +1 -1
  110. package/Debug/debugLayer.d.ts +1 -1
  111. package/Debug/debugLayer.js.map +1 -1
  112. package/Engines/abstractEngine.d.ts +2 -2
  113. package/Engines/abstractEngine.js +2 -2
  114. package/Engines/abstractEngine.js.map +1 -1
  115. package/Engines/thinEngine.js +1 -1
  116. package/Engines/thinEngine.js.map +1 -1
  117. package/Engines/webgpuEngine.js +8 -9
  118. package/Engines/webgpuEngine.js.map +1 -1
  119. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.d.ts +74 -0
  120. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.js +179 -0
  121. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.js.map +1 -0
  122. package/FrameGraph/Node/Blocks/index.d.ts +2 -0
  123. package/FrameGraph/Node/Blocks/index.js +2 -0
  124. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  125. package/FrameGraph/Node/Blocks/lightingVolumeBlock.d.ts +43 -0
  126. package/FrameGraph/Node/Blocks/lightingVolumeBlock.js +93 -0
  127. package/FrameGraph/Node/Blocks/lightingVolumeBlock.js.map +1 -0
  128. package/FrameGraph/Passes/renderPass.js +2 -2
  129. package/FrameGraph/Passes/renderPass.js.map +1 -1
  130. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +2 -0
  131. package/FrameGraph/Tasks/Layers/baseLayerTask.js +6 -0
  132. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  133. package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +1 -0
  134. package/FrameGraph/Tasks/Layers/glowLayerTask.js +3 -0
  135. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
  136. package/FrameGraph/Tasks/Layers/highlightLayerTask.d.ts +1 -0
  137. package/FrameGraph/Tasks/Layers/highlightLayerTask.js +3 -0
  138. package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
  139. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +1 -0
  140. package/FrameGraph/Tasks/Misc/computeShaderTask.js +3 -0
  141. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  142. package/FrameGraph/Tasks/Misc/cullObjectsTask.d.ts +1 -0
  143. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +3 -0
  144. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  145. package/FrameGraph/Tasks/Misc/executeTask.d.ts +1 -0
  146. package/FrameGraph/Tasks/Misc/executeTask.js +3 -0
  147. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
  148. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +32 -0
  149. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +63 -0
  150. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -0
  151. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.d.ts +1 -0
  152. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js +3 -0
  153. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js.map +1 -1
  154. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.d.ts +1 -0
  155. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js +3 -0
  156. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js.map +1 -1
  157. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.d.ts +1 -0
  158. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +3 -0
  159. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  160. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +1 -0
  161. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +3 -0
  162. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  163. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +1 -0
  164. package/FrameGraph/Tasks/PostProcesses/blurTask.js +3 -0
  165. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  166. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.d.ts +1 -0
  167. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js +3 -0
  168. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js.map +1 -1
  169. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.d.ts +1 -0
  170. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +3 -0
  171. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  172. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.d.ts +1 -0
  173. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js +3 -0
  174. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js.map +1 -1
  175. package/FrameGraph/Tasks/PostProcesses/convolutionTask.d.ts +1 -0
  176. package/FrameGraph/Tasks/PostProcesses/convolutionTask.js +3 -0
  177. package/FrameGraph/Tasks/PostProcesses/convolutionTask.js.map +1 -1
  178. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.d.ts +1 -0
  179. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js +3 -0
  180. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js.map +1 -1
  181. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.d.ts +1 -0
  182. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +3 -0
  183. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  184. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.d.ts +1 -0
  185. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +3 -0
  186. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  187. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +1 -0
  188. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +3 -0
  189. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  190. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.d.ts +1 -0
  191. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js +3 -0
  192. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -1
  193. package/FrameGraph/Tasks/PostProcesses/filterTask.d.ts +1 -0
  194. package/FrameGraph/Tasks/PostProcesses/filterTask.js +3 -0
  195. package/FrameGraph/Tasks/PostProcesses/filterTask.js.map +1 -1
  196. package/FrameGraph/Tasks/PostProcesses/fxaaTask.d.ts +1 -0
  197. package/FrameGraph/Tasks/PostProcesses/fxaaTask.js +3 -0
  198. package/FrameGraph/Tasks/PostProcesses/fxaaTask.js.map +1 -1
  199. package/FrameGraph/Tasks/PostProcesses/grainTask.d.ts +1 -0
  200. package/FrameGraph/Tasks/PostProcesses/grainTask.js +3 -0
  201. package/FrameGraph/Tasks/PostProcesses/grainTask.js.map +1 -1
  202. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.d.ts +1 -0
  203. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js +3 -0
  204. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js.map +1 -1
  205. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.d.ts +1 -0
  206. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js +3 -0
  207. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -1
  208. package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +2 -0
  209. package/FrameGraph/Tasks/PostProcesses/passTask.js +6 -0
  210. package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -1
  211. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +3 -2
  212. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +3 -0
  213. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  214. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.d.ts +1 -0
  215. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js +3 -0
  216. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js.map +1 -1
  217. package/FrameGraph/Tasks/PostProcesses/sharpenTask.d.ts +1 -0
  218. package/FrameGraph/Tasks/PostProcesses/sharpenTask.js +3 -0
  219. package/FrameGraph/Tasks/PostProcesses/sharpenTask.js.map +1 -1
  220. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.d.ts +1 -0
  221. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js +3 -0
  222. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js.map +1 -1
  223. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.d.ts +1 -0
  224. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  225. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  226. package/FrameGraph/Tasks/PostProcesses/ssao2Task.d.ts +1 -0
  227. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js +3 -0
  228. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js.map +1 -1
  229. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.d.ts +1 -0
  230. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +3 -0
  231. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  232. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.d.ts +1 -0
  233. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  234. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  235. package/FrameGraph/Tasks/PostProcesses/ssrTask.d.ts +1 -0
  236. package/FrameGraph/Tasks/PostProcesses/ssrTask.js +3 -0
  237. package/FrameGraph/Tasks/PostProcesses/ssrTask.js.map +1 -1
  238. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -0
  239. package/FrameGraph/Tasks/PostProcesses/taaTask.js +3 -0
  240. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  241. package/FrameGraph/Tasks/PostProcesses/tonemapTask.d.ts +1 -0
  242. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js +3 -0
  243. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js.map +1 -1
  244. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +31 -0
  245. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +60 -0
  246. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -0
  247. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +93 -0
  248. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +183 -0
  249. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -0
  250. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -0
  251. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -0
  252. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  253. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +1 -0
  254. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +3 -0
  255. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  256. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +1 -0
  257. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +4 -1
  258. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  259. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +1 -0
  260. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +3 -0
  261. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  262. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +1 -0
  263. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +3 -0
  264. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
  265. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -0
  266. package/FrameGraph/Tasks/Texture/clearTextureTask.js +4 -1
  267. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  268. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.d.ts +1 -0
  269. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js +3 -0
  270. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -1
  271. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +1 -0
  272. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +21 -4
  273. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  274. package/FrameGraph/Tasks/Texture/generateMipMapsTask.d.ts +1 -0
  275. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +3 -0
  276. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
  277. package/FrameGraph/frameGraphRenderContext.d.ts +3 -2
  278. package/FrameGraph/frameGraphRenderContext.js +14 -5
  279. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  280. package/FrameGraph/frameGraphTask.d.ts +5 -0
  281. package/FrameGraph/frameGraphTask.js +11 -2
  282. package/FrameGraph/frameGraphTask.js.map +1 -1
  283. package/FrameGraph/index.d.ts +2 -0
  284. package/FrameGraph/index.js +2 -0
  285. package/FrameGraph/index.js.map +1 -1
  286. package/Helpers/sceneHelpers.js +1 -1
  287. package/Helpers/sceneHelpers.js.map +1 -1
  288. package/Lights/index.d.ts +1 -0
  289. package/Lights/index.js +1 -0
  290. package/Lights/index.js.map +1 -1
  291. package/Lights/lightingVolume.d.ts +95 -0
  292. package/Lights/lightingVolume.js +536 -0
  293. package/Lights/lightingVolume.js.map +1 -0
  294. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  295. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +7 -0
  296. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +21 -5
  297. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  298. package/Materials/floatingOriginMatrixOverrides.js +6 -5
  299. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  300. package/Materials/uniformBuffer.d.ts +1 -0
  301. package/Materials/uniformBuffer.js +8 -1
  302. package/Materials/uniformBuffer.js.map +1 -1
  303. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +5 -2
  304. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +138 -45
  305. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  306. package/Meshes/geometry.d.ts +2 -1
  307. package/Meshes/geometry.js +6 -2
  308. package/Meshes/geometry.js.map +1 -1
  309. package/Meshes/mesh.d.ts +2 -1
  310. package/Meshes/mesh.js +4 -3
  311. package/Meshes/mesh.js.map +1 -1
  312. package/Particles/Node/Blocks/Update/updateFlowMapBlock.d.ts +9 -1
  313. package/Particles/Node/Blocks/Update/updateFlowMapBlock.js +8 -0
  314. package/Particles/Node/Blocks/Update/updateFlowMapBlock.js.map +1 -1
  315. package/Particles/Node/Blocks/Update/updateNoiseBlock.d.ts +39 -0
  316. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +102 -0
  317. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -0
  318. package/Particles/Node/Blocks/index.d.ts +1 -0
  319. package/Particles/Node/Blocks/index.js +1 -0
  320. package/Particles/Node/Blocks/index.js.map +1 -1
  321. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +9 -5
  322. package/Particles/Node/Blocks/particleSourceTextureBlock.js +31 -13
  323. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  324. package/Particles/Node/nodeParticleSystemSet.helper.js +39 -21
  325. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  326. package/Particles/particle.d.ts +2 -2
  327. package/Particles/particle.js +4 -2
  328. package/Particles/particle.js.map +1 -1
  329. package/Particles/thinParticleSystem.d.ts +1 -1
  330. package/Particles/thinParticleSystem.function.js +2 -2
  331. package/Particles/thinParticleSystem.function.js.map +1 -1
  332. package/Particles/thinParticleSystem.js.map +1 -1
  333. package/Physics/v2/characterController.d.ts +42 -2
  334. package/Physics/v2/characterController.js +140 -46
  335. package/Physics/v2/characterController.js.map +1 -1
  336. package/Shaders/gaussianSplatting.vertex.js +2 -2
  337. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  338. package/Shaders/volumetricLightingBlendVolume.fragment.d.ts +5 -0
  339. package/Shaders/volumetricLightingBlendVolume.fragment.js +21 -0
  340. package/Shaders/volumetricLightingBlendVolume.fragment.js.map +1 -0
  341. package/Shaders/volumetricLightingRenderVolume.fragment.d.ts +7 -0
  342. package/Shaders/volumetricLightingRenderVolume.fragment.js +25 -0
  343. package/Shaders/volumetricLightingRenderVolume.fragment.js.map +1 -0
  344. package/Shaders/volumetricLightingRenderVolume.vertex.d.ts +9 -0
  345. package/Shaders/volumetricLightingRenderVolume.vertex.js +18 -0
  346. package/Shaders/volumetricLightingRenderVolume.vertex.js.map +1 -0
  347. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  348. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  349. package/ShadersWGSL/gaussianSplattingDepth.fragment.d.ts +0 -1
  350. package/ShadersWGSL/gaussianSplattingDepth.fragment.js +0 -2
  351. package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
  352. package/ShadersWGSL/lightingVolume.compute.d.ts +5 -0
  353. package/ShadersWGSL/lightingVolume.compute.js +33 -0
  354. package/ShadersWGSL/lightingVolume.compute.js.map +1 -0
  355. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.d.ts +5 -0
  356. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.js +22 -0
  357. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.js.map +1 -0
  358. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.d.ts +7 -0
  359. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js +27 -0
  360. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js.map +1 -0
  361. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.d.ts +7 -0
  362. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.js +17 -0
  363. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.js.map +1 -0
  364. package/States/IStencilState.d.ts +48 -2
  365. package/States/IStencilState.js.map +1 -1
  366. package/States/alphaCullingState.d.ts +1 -0
  367. package/States/alphaCullingState.js +3 -0
  368. package/States/alphaCullingState.js.map +1 -1
  369. package/package.json +1 -1
  370. package/scene.js +6 -4
  371. package/scene.js.map +1 -1
@@ -0,0 +1,536 @@
1
+ import { AbortError } from "../Misc/error.js";
2
+
3
+ import { Matrix, Vector3, TmpVectors } from "../Maths/math.vector.js";
4
+ import { DirectionalLight } from "./directionalLight.js";
5
+ import { Mesh } from "../Meshes/mesh.js";
6
+ import { ComputeShader } from "../Compute/computeShader.js";
7
+ import { CopyTextureToTexture } from "../Misc/copyTextureToTexture.js";
8
+ import { UniformBuffer } from "../Materials/uniformBuffer.js";
9
+ import { StorageBuffer } from "../Buffers/storageBuffer.js";
10
+ import { BaseTexture } from "../Materials/Textures/baseTexture.js";
11
+ import { VertexBuffer } from "../Buffers/buffer.js";
12
+ import "../ShadersWGSL/lightingVolume.compute.js";
13
+ const TmpVec3 = new Vector3();
14
+ /**
15
+ * Class used to create a lighting volume from a directional light's shadow generator.
16
+ */
17
+ export class LightingVolume {
18
+ /**
19
+ * The shadow generator used to create the lighting volume.
20
+ */
21
+ get shadowGenerator() {
22
+ return this._shadowGenerator;
23
+ }
24
+ set shadowGenerator(sg) {
25
+ const light = sg.getLight();
26
+ if (!(light instanceof DirectionalLight)) {
27
+ throw new Error(`LightingVolumeMesh ${this._name}: light must be a directional light`);
28
+ }
29
+ this._shadowGenerator = sg;
30
+ this._light = light;
31
+ this._updateGeometry();
32
+ if (!this._engine.isWebGPU) {
33
+ this._createFallbackTextures();
34
+ }
35
+ const depthTexture = this._shadowGenerator.getShadowMap()?.depthStencilTexture;
36
+ if (this._engine.isWebGPU && depthTexture) {
37
+ this._cs.setInternalTexture("shadowMap", depthTexture);
38
+ this._cs2.setInternalTexture("shadowMap", depthTexture);
39
+ }
40
+ }
41
+ /**
42
+ * The tesselation level of the lighting volume.
43
+ */
44
+ get tesselation() {
45
+ return this._tesselation;
46
+ }
47
+ set tesselation(n) {
48
+ this._tesselation = n;
49
+ this._createGeometry();
50
+ }
51
+ /**
52
+ * The mesh used as a support for the lighting volume.
53
+ * Note that this mesh is not automatically added to the scene's mesh array.
54
+ * If you want to render it, you need to add it manually.
55
+ */
56
+ get mesh() {
57
+ return this._mesh;
58
+ }
59
+ /**
60
+ * The frequency (in number of times you call updateMesh) at which the lighting volume is updated.
61
+ */
62
+ get frequency() {
63
+ return this._frequency;
64
+ }
65
+ set frequency(value) {
66
+ this._frequency = value;
67
+ this._firstUpdate = true;
68
+ }
69
+ /**
70
+ * The name of the lighting volume.
71
+ */
72
+ get name() {
73
+ return this._name;
74
+ }
75
+ set name(name) {
76
+ this._name = name;
77
+ if (this._mesh) {
78
+ this._mesh.name = name;
79
+ }
80
+ }
81
+ /**
82
+ * Indicates whether this is the first update of the lighting volume.
83
+ * If true, the volume has not yet been updated for the first time.
84
+ */
85
+ get firstUpdate() {
86
+ return this._firstUpdate;
87
+ }
88
+ /** @internal */
89
+ _setComputeShaderFastMode(enabled) {
90
+ if (this._cs) {
91
+ this._cs.fastMode = enabled;
92
+ this._cs.triggerContextRebuild = enabled;
93
+ }
94
+ if (this._cs2) {
95
+ this._cs2.fastMode = enabled;
96
+ this._cs2.triggerContextRebuild = enabled;
97
+ }
98
+ }
99
+ /**
100
+ * Creates a new LightingVolume.
101
+ * @param name The name of the lighting volume.
102
+ * @param scene The scene the lighting volume belongs to.
103
+ * @param shadowGenerator The shadow generator used to create the lighting volume. This is optional in the constructor, but must be set before calling updateMesh.
104
+ * @param tesselation The tesselation level of the lighting volume (default: 64).
105
+ */
106
+ constructor(name, scene, shadowGenerator, tesselation = 64) {
107
+ this._buildFullVolume = true;
108
+ this._readPixelPromise = null;
109
+ this._readPixelAbortController = null;
110
+ this._numFrames = 0;
111
+ this._firstUpdate = true;
112
+ this._currentLightDirection = new Vector3();
113
+ this._needFullUpdateUBO = true;
114
+ this._tesselation = 0;
115
+ this._frequency = 1;
116
+ const light = shadowGenerator ? shadowGenerator.getLight() : undefined;
117
+ if (light && !(light instanceof DirectionalLight)) {
118
+ throw new Error(`LightingVolumeMesh ${name}: light must be a directional light`);
119
+ }
120
+ this._name = name;
121
+ this._shadowGenerator = shadowGenerator;
122
+ this._light = light;
123
+ this._indices = [];
124
+ this._engine = scene.getEngine();
125
+ this._scene = scene;
126
+ this._mesh = new Mesh(name, this._scene);
127
+ scene.meshes.splice(scene.meshes.indexOf(this._mesh), 1);
128
+ if (this._engine.isWebGPU) {
129
+ this._uBuffer = new UniformBuffer(this._engine);
130
+ this._uBuffer.addUniform("invViewProjMatrix", 16);
131
+ this._uBuffer.addUniform("invViewMatrix", 16);
132
+ this._uBuffer.addUniform("startVertexIndex", 1);
133
+ this._uBuffer.addUniform("step", 1);
134
+ this._uBuffer.addUniform("tesselation", 1);
135
+ this._uBuffer.addUniform("orthoMin", 3);
136
+ this._uBuffer.addUniform("orthoMax", 3);
137
+ this._uBuffer.update();
138
+ this._createComputeShader();
139
+ }
140
+ else {
141
+ this._copyTexture = new CopyTextureToTexture(this._engine, false, true);
142
+ this._createFallbackTextures();
143
+ }
144
+ this._tesselation = tesselation;
145
+ this._createGeometry();
146
+ }
147
+ /**
148
+ * Checks if the lighting volume is ready to be updated.
149
+ * @returns True if the volume is ready to be updated.
150
+ */
151
+ isReady() {
152
+ let isReady = this._mesh.isReady(true);
153
+ if (this._cs) {
154
+ isReady = this._cs.isReady() && isReady;
155
+ }
156
+ if (this._cs2) {
157
+ isReady = this._cs2.isReady() && isReady;
158
+ }
159
+ return isReady;
160
+ }
161
+ /**
162
+ * Updates the lighting volume mesh.
163
+ * @param forceUpdate If true, forces the update even if the frequency condition is not met.
164
+ */
165
+ update(forceUpdate = false) {
166
+ if (this._tesselation === 0 || !this._shadowGenerator) {
167
+ return;
168
+ }
169
+ if (!forceUpdate && !this._firstUpdate && (this.frequency === 0 || ++this._numFrames < this.frequency)) {
170
+ return;
171
+ }
172
+ this._numFrames = 0;
173
+ if (this._engine.isWebGPU) {
174
+ this._uBuffer.updateMatrix("invViewProjMatrix", this._shadowGenerator.getTransformMatrix().invertToRef(TmpVectors.Matrix[0]));
175
+ this._engine._debugPushGroup?.(`Update lighting volume (${this._name})`, 1);
176
+ if (this._needUpdateGeometry()) {
177
+ this._fullUpdateUBO(true);
178
+ const dispatchSize = Math.ceil((this._tesselation + 1) / 32);
179
+ this._engine._debugPushGroup?.(`Update vertices of other planes`, 1);
180
+ this._cs2.dispatch(dispatchSize, 1, 1);
181
+ this._engine._debugPopGroup?.(1);
182
+ }
183
+ else {
184
+ this._fullUpdateUBO();
185
+ }
186
+ const dispatchSize = Math.ceil((this._tesselation + 1) / 8);
187
+ this._engine._debugPushGroup?.(`Update vertices of far plane`, 1);
188
+ this._cs.dispatch(dispatchSize, dispatchSize, 1);
189
+ this._engine._debugPopGroup?.(1);
190
+ this._engine._debugPopGroup?.(1);
191
+ this._firstUpdate = false;
192
+ }
193
+ else {
194
+ try {
195
+ void this._fallbackReadPixelAsync();
196
+ }
197
+ catch {
198
+ this._readPixelPromise = null;
199
+ }
200
+ }
201
+ }
202
+ /**
203
+ * Disposes the lighting volume and associated resources.
204
+ */
205
+ dispose() {
206
+ this._readPixelAbortController?.abort(new AbortError("LightingVolume is disposed"));
207
+ this._readPixelAbortController = null;
208
+ this._mesh.dispose();
209
+ if (this._fallbackTexture) {
210
+ this._fallbackTexture._texture = null;
211
+ }
212
+ this._fallbackTexture?.dispose();
213
+ this._copyTexture?.dispose();
214
+ this._storageBuffer?.dispose();
215
+ this._uBuffer?.dispose();
216
+ this._depthCopy?.dispose();
217
+ }
218
+ _needUpdateGeometry() {
219
+ if (this._cs?.triggerContextRebuild || (this._light && !this._currentLightDirection.equals(this._light.direction))) {
220
+ this._currentLightDirection.copyFrom(this._light.direction);
221
+ return true;
222
+ }
223
+ return false;
224
+ }
225
+ _createComputeShader() {
226
+ this._cs = new ComputeShader("updateFarPlaneVertices", this._engine, "lightingVolume", {
227
+ bindingsMapping: {
228
+ shadowMap: { group: 0, binding: 0 },
229
+ params: { group: 0, binding: 1 },
230
+ positions: { group: 0, binding: 2 },
231
+ },
232
+ defines: !this._buildFullVolume ? ["#define KEEP_EDGES", "#define MOVE_FAR_DEPTH_TO_NEAR"] : undefined,
233
+ entryPoint: "updateFarPlaneVertices",
234
+ });
235
+ this._cs2 = new ComputeShader("updatePlaneVertices", this._engine, "lightingVolume", {
236
+ bindingsMapping: {
237
+ shadowMap: { group: 0, binding: 0 },
238
+ params: { group: 0, binding: 1 },
239
+ positions: { group: 0, binding: 2 },
240
+ },
241
+ entryPoint: "updatePlaneVertices",
242
+ });
243
+ if (this._shadowGenerator) {
244
+ const depthTexture = this._shadowGenerator.getShadowMap()?.depthStencilTexture;
245
+ if (depthTexture) {
246
+ this._cs.setInternalTexture("shadowMap", depthTexture);
247
+ this._cs2.setInternalTexture("shadowMap", depthTexture);
248
+ }
249
+ }
250
+ if (this._uBuffer) {
251
+ this._cs.setUniformBuffer("params", this._uBuffer);
252
+ this._cs2.setUniformBuffer("params", this._uBuffer);
253
+ }
254
+ if (this._storageBuffer) {
255
+ this._cs.setStorageBuffer("positions", this._storageBuffer);
256
+ this._cs2.setStorageBuffer("positions", this._storageBuffer);
257
+ }
258
+ }
259
+ _createFallbackTextures() {
260
+ if (!this._shadowGenerator) {
261
+ return;
262
+ }
263
+ this._readPixelAbortController?.abort(new AbortError("Fallback textures are being (re)created"));
264
+ this._readPixelAbortController = new AbortController();
265
+ const mapSize = this._shadowGenerator.mapSize;
266
+ this._depthCopy?.dispose();
267
+ this._depthCopy = this._engine.createRenderTargetTexture({ width: mapSize, height: mapSize }, {
268
+ type: 1,
269
+ format: 6,
270
+ samples: 1,
271
+ label: `${this._name} - fallback internal texture`,
272
+ generateDepthBuffer: false,
273
+ });
274
+ this._fallbackTexture?.dispose();
275
+ this._fallbackTexture = new BaseTexture(this._scene, this._depthCopy.texture);
276
+ this._fallbackTexture.name = `${this._name} - fallback texture`;
277
+ }
278
+ async _fallbackReadPixelAsync() {
279
+ if (this._readPixelPromise || !this._fallbackTexture || !this._copyTexture) {
280
+ return;
281
+ }
282
+ const abortController = this._readPixelAbortController;
283
+ abortController?.signal.throwIfAborted();
284
+ const engine = this._engine;
285
+ const shadowGenerator = this._shadowGenerator;
286
+ const shadowMapDepthTexture = shadowGenerator?.getShadowMap()?.depthStencilTexture;
287
+ if (!shadowMapDepthTexture) {
288
+ return;
289
+ }
290
+ // Copies the shadow map of the shadow generator into _depthCopy
291
+ // That's because we can't read from a depth attachment texture in WebGL. We must first copy it to a regular texture.
292
+ engine.updateTextureSamplingMode(1, shadowMapDepthTexture);
293
+ engine.updateTextureComparisonFunction(shadowMapDepthTexture, 0);
294
+ this._copyTexture.copy(shadowMapDepthTexture, this._depthCopy);
295
+ engine.updateTextureComparisonFunction(shadowMapDepthTexture, 513);
296
+ // Gets the texture from GPU to CPU
297
+ this._readPixelPromise = this._fallbackTexture.readPixels(0, 0, undefined, true, false);
298
+ if (!this._readPixelPromise) {
299
+ return;
300
+ }
301
+ const buffer = await this._readPixelPromise;
302
+ abortController?.signal.throwIfAborted();
303
+ const depthValues = buffer;
304
+ const positions = this._mesh.getVerticesData("position");
305
+ const numTesselation = this._tesselation;
306
+ const startPos = this._buildFullVolume ? (numTesselation + 1) * 4 * 3 : 4 * 3;
307
+ const mapSize = shadowGenerator.mapSize;
308
+ const step = (mapSize - 1) / numTesselation;
309
+ if (!positions) {
310
+ this._readPixelPromise = null;
311
+ return;
312
+ }
313
+ const halfTesselation = numTesselation / 2;
314
+ const invViewProjMatrix = shadowGenerator.getTransformMatrix().clone();
315
+ invViewProjMatrix.invertToRef(invViewProjMatrix);
316
+ const factor = 4;
317
+ if (this._needUpdateGeometry()) {
318
+ this._updateGeometry();
319
+ }
320
+ let posIndex = startPos;
321
+ let stepY = 0;
322
+ for (let y = 0; y < numTesselation + 1; ++y) {
323
+ for (let x = 0; x < numTesselation + 1; ++x) {
324
+ let depth = depthValues[Math.floor(mapSize * Math.floor(stepY) + x * step) * factor];
325
+ if (!this._buildFullVolume) {
326
+ if (y === 0 || x === 0 || y === numTesselation || x === numTesselation) {
327
+ posIndex += 3;
328
+ continue;
329
+ }
330
+ if (depth === 1) {
331
+ depth = 0;
332
+ }
333
+ }
334
+ TmpVec3.set((x - halfTesselation) / halfTesselation, (y - halfTesselation) / halfTesselation, -1 + 2 * depth);
335
+ Vector3.TransformCoordinatesToRef(TmpVec3, invViewProjMatrix, TmpVec3);
336
+ positions[posIndex] = TmpVec3.x;
337
+ positions[posIndex + 1] = TmpVec3.y;
338
+ positions[posIndex + 2] = TmpVec3.z;
339
+ posIndex += 3;
340
+ }
341
+ stepY += step;
342
+ }
343
+ this._mesh.setVerticesData("position", positions);
344
+ this._readPixelPromise = null;
345
+ this._firstUpdate = false;
346
+ }
347
+ _fullUpdateUBO(force = false) {
348
+ const light = this._light;
349
+ if ((!force && !this._needFullUpdateUBO) || !light || !this._shadowGenerator) {
350
+ this._uBuffer.update();
351
+ return;
352
+ }
353
+ this._needFullUpdateUBO = false;
354
+ const numTesselation = this._tesselation;
355
+ const min = TmpVectors.Vector3[0].set(light.orthoLeft, light.orthoBottom, light.shadowMinZ ?? 0);
356
+ const max = TmpVectors.Vector3[1].set(light.orthoRight, light.orthoTop, light.shadowMaxZ ?? 10000);
357
+ const invViewMatrix = this._shadowGenerator.viewMatrix.invertToRef(TmpVectors.Matrix[1]);
358
+ this._uBuffer.updateUInt("startVertexIndex", this._buildFullVolume ? (numTesselation + 1) * 4 * 3 : 4 * 3);
359
+ this._uBuffer.updateFloat("step", ((this._shadowGenerator?.mapSize ?? 128) - 1) / numTesselation);
360
+ this._uBuffer.updateUInt("tesselation", numTesselation);
361
+ this._uBuffer.updateVector3("orthoMin", min);
362
+ this._uBuffer.updateVector3("orthoMax", max);
363
+ this._uBuffer.updateMatrix("invViewMatrix", invViewMatrix);
364
+ this._uBuffer.update();
365
+ }
366
+ _createGeometry() {
367
+ const light = this._light;
368
+ if (!light) {
369
+ return;
370
+ }
371
+ this._tesselation = Math.max(Math.ceil(this._tesselation) & ~1, 2);
372
+ const numTesselation = this._tesselation;
373
+ const vertexNumber = (numTesselation + 1) * (numTesselation + 1) + (this._buildFullVolume ? (numTesselation + 1) * 4 : 4);
374
+ this._positions = new Float32Array(vertexNumber * 3);
375
+ this._indices.length = 0;
376
+ this._createIndices(light);
377
+ this._mesh.setIndices(this._indices, vertexNumber);
378
+ if (this._engine.isWebGPU) {
379
+ const webGPUEngine = this._engine;
380
+ this._storageBuffer?.dispose();
381
+ this._storageBuffer = new StorageBuffer(webGPUEngine, vertexNumber * 3 * 4, 8 | 3);
382
+ this._mesh.setVerticesBuffer(new VertexBuffer(webGPUEngine, this._storageBuffer.getBuffer(), "position", { takeBufferOwnership: false }), true, vertexNumber);
383
+ this._cs.setStorageBuffer("positions", this._storageBuffer);
384
+ this._cs2.setStorageBuffer("positions", this._storageBuffer);
385
+ this._cs.triggerContextRebuild = true;
386
+ this._cs2.triggerContextRebuild = true;
387
+ this._needFullUpdateUBO = true;
388
+ }
389
+ this._updateGeometry();
390
+ }
391
+ _updateGeometry() {
392
+ const light = this._light;
393
+ if (!light || !this._shadowGenerator) {
394
+ return;
395
+ }
396
+ if (this._indices.length === 0) {
397
+ this._createGeometry();
398
+ return;
399
+ }
400
+ if (this._engine.isWebGPU) {
401
+ return;
402
+ }
403
+ const numTesselation = this._tesselation;
404
+ const min = TmpVectors.Vector3[0].set(light.orthoLeft, light.orthoBottom, light.shadowMinZ ?? 0);
405
+ const max = TmpVectors.Vector3[1].set(light.orthoRight, light.orthoTop, light.shadowMaxZ ?? 10000);
406
+ const invViewMatrix = this._shadowGenerator.viewMatrix.invertToRef(TmpVectors.Matrix[1]);
407
+ const stepX = (max.x - min.x) / numTesselation;
408
+ const stepY = (max.y - min.y) / numTesselation;
409
+ let vIndex = 0;
410
+ if (this._buildFullVolume) {
411
+ // Right faces of the frustum
412
+ for (let i = 0; i <= numTesselation; ++i) {
413
+ TmpVec3.set(max.x, min.y + i * stepY, min.z);
414
+ Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);
415
+ this._positions[vIndex++] = TmpVec3.x;
416
+ this._positions[vIndex++] = TmpVec3.y;
417
+ this._positions[vIndex++] = TmpVec3.z;
418
+ }
419
+ // Left faces of the frustum
420
+ for (let i = 0; i <= numTesselation; ++i) {
421
+ TmpVec3.set(min.x, min.y + i * stepY, min.z);
422
+ Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);
423
+ this._positions[vIndex++] = TmpVec3.x;
424
+ this._positions[vIndex++] = TmpVec3.y;
425
+ this._positions[vIndex++] = TmpVec3.z;
426
+ }
427
+ // Bottom faces of the frustum
428
+ for (let i = 0; i <= numTesselation; ++i) {
429
+ TmpVec3.set(min.x + i * stepX, min.y, min.z);
430
+ Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);
431
+ this._positions[vIndex++] = TmpVec3.x;
432
+ this._positions[vIndex++] = TmpVec3.y;
433
+ this._positions[vIndex++] = TmpVec3.z;
434
+ }
435
+ // Top faces of the frustum
436
+ for (let i = 0; i <= numTesselation; ++i) {
437
+ TmpVec3.set(min.x + i * stepX, max.y, min.z);
438
+ Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);
439
+ this._positions[vIndex++] = TmpVec3.x;
440
+ this._positions[vIndex++] = TmpVec3.y;
441
+ this._positions[vIndex++] = TmpVec3.z;
442
+ }
443
+ }
444
+ else {
445
+ // Closes the volume with two near triangles
446
+ TmpVec3.set(max.x, min.y, min.z);
447
+ Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);
448
+ this._positions[vIndex++] = TmpVec3.x;
449
+ this._positions[vIndex++] = TmpVec3.y;
450
+ this._positions[vIndex++] = TmpVec3.z;
451
+ TmpVec3.set(max.x, max.y, min.z);
452
+ Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);
453
+ this._positions[vIndex++] = TmpVec3.x;
454
+ this._positions[vIndex++] = TmpVec3.y;
455
+ this._positions[vIndex++] = TmpVec3.z;
456
+ TmpVec3.set(min.x, min.y, min.z);
457
+ Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);
458
+ this._positions[vIndex++] = TmpVec3.x;
459
+ this._positions[vIndex++] = TmpVec3.y;
460
+ this._positions[vIndex++] = TmpVec3.z;
461
+ TmpVec3.set(min.x, max.y, min.z);
462
+ Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);
463
+ this._positions[vIndex++] = TmpVec3.x;
464
+ this._positions[vIndex++] = TmpVec3.y;
465
+ this._positions[vIndex++] = TmpVec3.z;
466
+ }
467
+ this._mesh.setVerticesData("position", this._positions);
468
+ }
469
+ _createIndices(light) {
470
+ const invViewMatrix = Matrix.LookAtLH(light.position, light.position.add(light.direction), Vector3.UpReadOnly);
471
+ invViewMatrix.invertToRef(invViewMatrix);
472
+ const numTesselation = this._tesselation;
473
+ const startFarIndices = this._buildFullVolume ? (numTesselation + 1) * 4 : 4;
474
+ if (this._buildFullVolume) {
475
+ const rightFaceStartIndex = 0;
476
+ // Right faces of the frustum
477
+ for (let i = 0; i <= numTesselation; ++i) {
478
+ if (i < numTesselation) {
479
+ this._indices.push(rightFaceStartIndex + i, startFarIndices + numTesselation + (i + 1) * (numTesselation + 1), startFarIndices + numTesselation + i * (numTesselation + 1));
480
+ this._indices.push(rightFaceStartIndex + i, rightFaceStartIndex + i + 1, startFarIndices + numTesselation + (i + 1) * (numTesselation + 1));
481
+ }
482
+ }
483
+ const leftFaceStartIndex = rightFaceStartIndex + numTesselation + 1;
484
+ // Left faces of the frustum
485
+ for (let i = 0; i <= numTesselation; ++i) {
486
+ if (i < numTesselation) {
487
+ this._indices.push(leftFaceStartIndex + i, startFarIndices + 0 + i * (numTesselation + 1), startFarIndices + 0 + (i + 1) * (numTesselation + 1));
488
+ this._indices.push(leftFaceStartIndex + i, startFarIndices + 0 + (i + 1) * (numTesselation + 1), leftFaceStartIndex + i + 1);
489
+ }
490
+ }
491
+ const bottomFaceStartIndex = leftFaceStartIndex + numTesselation + 1;
492
+ // Bottom faces of the frustum
493
+ for (let i = 0; i <= numTesselation; ++i) {
494
+ if (i < numTesselation) {
495
+ this._indices.push(bottomFaceStartIndex + i, bottomFaceStartIndex + i + 1, startFarIndices + i + 0 * (numTesselation + 1));
496
+ this._indices.push(bottomFaceStartIndex + i + 1, startFarIndices + i + 1 + 0 * (numTesselation + 1), startFarIndices + i + 0 * (numTesselation + 1));
497
+ }
498
+ }
499
+ const topFaceStartIndex = bottomFaceStartIndex + numTesselation + 1;
500
+ // Top faces of the frustum
501
+ for (let i = 0; i <= numTesselation; ++i) {
502
+ if (i < numTesselation) {
503
+ this._indices.push(topFaceStartIndex + i, startFarIndices + i + numTesselation * (numTesselation + 1), topFaceStartIndex + i + 1);
504
+ this._indices.push(topFaceStartIndex + i + 1, startFarIndices + i + numTesselation * (numTesselation + 1), startFarIndices + i + 1 + numTesselation * (numTesselation + 1));
505
+ }
506
+ }
507
+ // Near faces of the frustum
508
+ for (let i = 0; i < numTesselation; ++i) {
509
+ this._indices.push(leftFaceStartIndex + i, leftFaceStartIndex + i + 1, topFaceStartIndex + numTesselation - i);
510
+ if (i < numTesselation - 1) {
511
+ this._indices.push(leftFaceStartIndex + i + 1, topFaceStartIndex + numTesselation - i - 1, topFaceStartIndex + numTesselation - i);
512
+ }
513
+ }
514
+ for (let i = 0; i < numTesselation; ++i) {
515
+ this._indices.push(bottomFaceStartIndex + i, rightFaceStartIndex + numTesselation - i, rightFaceStartIndex + numTesselation - i - 1);
516
+ if (i < numTesselation - 1) {
517
+ this._indices.push(bottomFaceStartIndex + i, rightFaceStartIndex + numTesselation - i - 1, bottomFaceStartIndex + i + 1);
518
+ }
519
+ }
520
+ }
521
+ else {
522
+ this._indices.push(0, 2, 1);
523
+ this._indices.push(2, 3, 1);
524
+ }
525
+ // Tesselate the far plane
526
+ for (let iy = 0; iy <= numTesselation; ++iy) {
527
+ for (let ix = 0; ix <= numTesselation; ++ix) {
528
+ if (ix < numTesselation && iy < numTesselation) {
529
+ this._indices.push(startFarIndices + ix + iy * (numTesselation + 1), startFarIndices + ix + 1 + iy * (numTesselation + 1), startFarIndices + ix + 1 + (iy + 1) * (numTesselation + 1));
530
+ this._indices.push(startFarIndices + ix + iy * (numTesselation + 1), startFarIndices + ix + 1 + (iy + 1) * (numTesselation + 1), startFarIndices + ix + (iy + 1) * (numTesselation + 1));
531
+ }
532
+ }
533
+ }
534
+ }
535
+ }
536
+ //# sourceMappingURL=lightingVolume.js.map
@@ -0,0 +1 @@
1
+ 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type { AbstractEngine, Engine, Nullable, RenderTargetWrapper, Scene, ShadowGenerator, WebGPUEngine } from \"core/index\";\r\nimport { AbortError } from \"core/Misc/error\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Matrix, Vector3, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { DirectionalLight } from \"core/Lights/directionalLight\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { ComputeShader } from \"core/Compute/computeShader\";\r\nimport { CopyTextureToTexture } from \"core/Misc/copyTextureToTexture\";\r\nimport { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport { StorageBuffer } from \"core/Buffers/storageBuffer\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\n\r\nimport \"core/ShadersWGSL/lightingVolume.compute\";\r\n\r\nconst TmpVec3 = new Vector3();\r\n\r\n/**\r\n * Class used to create a lighting volume from a directional light's shadow generator.\r\n */\r\nexport class LightingVolume {\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _mesh: Mesh;\r\n private readonly _copyTexture?: CopyTextureToTexture;\r\n private readonly _uBuffer?: UniformBuffer;\r\n private readonly _buildFullVolume = true;\r\n private _name: string;\r\n private _cs?: ComputeShader;\r\n private _cs2?: ComputeShader;\r\n private _light?: DirectionalLight;\r\n private _fallbackTexture?: BaseTexture;\r\n private _storageBuffer?: StorageBuffer;\r\n private _depthCopy?: RenderTargetWrapper;\r\n private _readPixelPromise: Nullable<Promise<ArrayBufferView>> = null;\r\n private _readPixelAbortController: Nullable<AbortController> = null;\r\n private _numFrames = 0;\r\n private _firstUpdate = true;\r\n private _currentLightDirection = new Vector3();\r\n private _positions: Float32Array;\r\n private _indices: number[];\r\n private _needFullUpdateUBO = true;\r\n\r\n private _shadowGenerator?: ShadowGenerator;\r\n /**\r\n * The shadow generator used to create the lighting volume.\r\n */\r\n public get shadowGenerator() {\r\n return this._shadowGenerator!;\r\n }\r\n\r\n public set shadowGenerator(sg: ShadowGenerator) {\r\n const light = sg.getLight();\r\n\r\n if (!(light instanceof DirectionalLight)) {\r\n throw new Error(`LightingVolumeMesh ${this._name}: light must be a directional light`);\r\n }\r\n\r\n this._shadowGenerator = sg;\r\n this._light = light;\r\n\r\n this._updateGeometry();\r\n\r\n if (!this._engine.isWebGPU) {\r\n this._createFallbackTextures();\r\n }\r\n\r\n const depthTexture = this._shadowGenerator.getShadowMap()?.depthStencilTexture;\r\n if (this._engine.isWebGPU && depthTexture) {\r\n this._cs!.setInternalTexture(\"shadowMap\", depthTexture);\r\n this._cs2!.setInternalTexture(\"shadowMap\", depthTexture);\r\n }\r\n }\r\n\r\n private _tesselation = 0;\r\n /**\r\n * The tesselation level of the lighting volume.\r\n */\r\n public get tesselation() {\r\n return this._tesselation;\r\n }\r\n\r\n public set tesselation(n: number) {\r\n this._tesselation = n;\r\n this._createGeometry();\r\n }\r\n\r\n /**\r\n * The mesh used as a support for the lighting volume.\r\n * Note that this mesh is not automatically added to the scene's mesh array.\r\n * If you want to render it, you need to add it manually.\r\n */\r\n public get mesh() {\r\n return this._mesh;\r\n }\r\n\r\n private _frequency = 1;\r\n\r\n /**\r\n * The frequency (in number of times you call updateMesh) at which the lighting volume is updated.\r\n */\r\n public get frequency() {\r\n return this._frequency;\r\n }\r\n\r\n public set frequency(value: number) {\r\n this._frequency = value;\r\n this._firstUpdate = true;\r\n }\r\n\r\n /**\r\n * The name of the lighting volume.\r\n */\r\n public get name() {\r\n return this._name;\r\n }\r\n\r\n public set name(name: string) {\r\n this._name = name;\r\n if (this._mesh) {\r\n this._mesh.name = name;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates whether this is the first update of the lighting volume.\r\n * If true, the volume has not yet been updated for the first time.\r\n */\r\n public get firstUpdate() {\r\n return this._firstUpdate;\r\n }\r\n\r\n /** @internal */\r\n public _setComputeShaderFastMode(enabled: boolean) {\r\n if (this._cs) {\r\n this._cs.fastMode = enabled;\r\n this._cs.triggerContextRebuild = enabled;\r\n }\r\n if (this._cs2) {\r\n this._cs2.fastMode = enabled;\r\n this._cs2.triggerContextRebuild = enabled;\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new LightingVolume.\r\n * @param name The name of the lighting volume.\r\n * @param scene The scene the lighting volume belongs to.\r\n * @param shadowGenerator The shadow generator used to create the lighting volume. This is optional in the constructor, but must be set before calling updateMesh.\r\n * @param tesselation The tesselation level of the lighting volume (default: 64).\r\n */\r\n constructor(name: string, scene: Scene, shadowGenerator?: ShadowGenerator, tesselation = 64) {\r\n const light = shadowGenerator ? shadowGenerator.getLight() : undefined;\r\n\r\n if (light && !(light instanceof DirectionalLight)) {\r\n throw new Error(`LightingVolumeMesh ${name}: light must be a directional light`);\r\n }\r\n\r\n this._name = name;\r\n this._shadowGenerator = shadowGenerator;\r\n this._light = light as DirectionalLight;\r\n this._indices = [];\r\n\r\n this._engine = scene.getEngine();\r\n this._scene = scene;\r\n\r\n this._mesh = new Mesh(name, this._scene);\r\n scene.meshes.splice(scene.meshes.indexOf(this._mesh), 1);\r\n\r\n if (this._engine.isWebGPU) {\r\n this._uBuffer = new UniformBuffer(this._engine);\r\n\r\n this._uBuffer.addUniform(\"invViewProjMatrix\", 16);\r\n this._uBuffer.addUniform(\"invViewMatrix\", 16);\r\n this._uBuffer.addUniform(\"startVertexIndex\", 1);\r\n this._uBuffer.addUniform(\"step\", 1);\r\n this._uBuffer.addUniform(\"tesselation\", 1);\r\n this._uBuffer.addUniform(\"orthoMin\", 3);\r\n this._uBuffer.addUniform(\"orthoMax\", 3);\r\n this._uBuffer.update();\r\n\r\n this._createComputeShader();\r\n } else {\r\n this._copyTexture = new CopyTextureToTexture(this._engine, false, true);\r\n this._createFallbackTextures();\r\n }\r\n\r\n this._tesselation = tesselation;\r\n this._createGeometry();\r\n }\r\n\r\n /**\r\n * Checks if the lighting volume is ready to be updated.\r\n * @returns True if the volume is ready to be updated.\r\n */\r\n public isReady() {\r\n let isReady = this._mesh.isReady(true);\r\n if (this._cs) {\r\n isReady = this._cs.isReady() && isReady;\r\n }\r\n if (this._cs2) {\r\n isReady = this._cs2.isReady() && isReady;\r\n }\r\n return isReady;\r\n }\r\n\r\n /**\r\n * Updates the lighting volume mesh.\r\n * @param forceUpdate If true, forces the update even if the frequency condition is not met.\r\n */\r\n public update(forceUpdate = false) {\r\n if (this._tesselation === 0 || !this._shadowGenerator) {\r\n return;\r\n }\r\n\r\n if (!forceUpdate && !this._firstUpdate && (this.frequency === 0 || ++this._numFrames < this.frequency)) {\r\n return;\r\n }\r\n\r\n this._numFrames = 0;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._uBuffer!.updateMatrix(\"invViewProjMatrix\", this._shadowGenerator.getTransformMatrix().invertToRef(TmpVectors.Matrix[0]));\r\n\r\n this._engine._debugPushGroup?.(`Update lighting volume (${this._name})`, 1);\r\n\r\n if (this._needUpdateGeometry()) {\r\n this._fullUpdateUBO(true);\r\n\r\n const dispatchSize = Math.ceil((this._tesselation + 1) / 32);\r\n\r\n this._engine._debugPushGroup?.(`Update vertices of other planes`, 1);\r\n this._cs2!.dispatch(dispatchSize, 1, 1);\r\n this._engine._debugPopGroup?.(1);\r\n } else {\r\n this._fullUpdateUBO();\r\n }\r\n\r\n const dispatchSize = Math.ceil((this._tesselation + 1) / 8);\r\n\r\n this._engine._debugPushGroup?.(`Update vertices of far plane`, 1);\r\n this._cs!.dispatch(dispatchSize, dispatchSize, 1);\r\n this._engine._debugPopGroup?.(1);\r\n\r\n this._engine._debugPopGroup?.(1);\r\n\r\n this._firstUpdate = false;\r\n } else {\r\n try {\r\n void this._fallbackReadPixelAsync();\r\n } catch {\r\n this._readPixelPromise = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the lighting volume and associated resources.\r\n */\r\n public dispose() {\r\n this._readPixelAbortController?.abort(new AbortError(\"LightingVolume is disposed\"));\r\n this._readPixelAbortController = null;\r\n this._mesh.dispose();\r\n if (this._fallbackTexture) {\r\n this._fallbackTexture._texture = null;\r\n }\r\n this._fallbackTexture?.dispose();\r\n this._copyTexture?.dispose();\r\n this._storageBuffer?.dispose();\r\n this._uBuffer?.dispose();\r\n this._depthCopy?.dispose();\r\n }\r\n\r\n private _needUpdateGeometry() {\r\n if (this._cs?.triggerContextRebuild || (this._light && !this._currentLightDirection.equals(this._light.direction))) {\r\n this._currentLightDirection.copyFrom(this._light!.direction);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _createComputeShader() {\r\n this._cs = new ComputeShader(\"updateFarPlaneVertices\", this._engine, \"lightingVolume\", {\r\n bindingsMapping: {\r\n shadowMap: { group: 0, binding: 0 },\r\n params: { group: 0, binding: 1 },\r\n positions: { group: 0, binding: 2 },\r\n },\r\n defines: !this._buildFullVolume ? [\"#define KEEP_EDGES\", \"#define MOVE_FAR_DEPTH_TO_NEAR\"] : undefined,\r\n entryPoint: \"updateFarPlaneVertices\",\r\n });\r\n\r\n this._cs2 = new ComputeShader(\"updatePlaneVertices\", this._engine, \"lightingVolume\", {\r\n bindingsMapping: {\r\n shadowMap: { group: 0, binding: 0 },\r\n params: { group: 0, binding: 1 },\r\n positions: { group: 0, binding: 2 },\r\n },\r\n entryPoint: \"updatePlaneVertices\",\r\n });\r\n\r\n if (this._shadowGenerator) {\r\n const depthTexture = this._shadowGenerator.getShadowMap()?.depthStencilTexture;\r\n if (depthTexture) {\r\n this._cs.setInternalTexture(\"shadowMap\", depthTexture);\r\n this._cs2.setInternalTexture(\"shadowMap\", depthTexture);\r\n }\r\n }\r\n\r\n if (this._uBuffer) {\r\n this._cs.setUniformBuffer(\"params\", this._uBuffer);\r\n this._cs2.setUniformBuffer(\"params\", this._uBuffer);\r\n }\r\n if (this._storageBuffer) {\r\n this._cs.setStorageBuffer(\"positions\", this._storageBuffer);\r\n this._cs2.setStorageBuffer(\"positions\", this._storageBuffer);\r\n }\r\n }\r\n\r\n private _createFallbackTextures() {\r\n if (!this._shadowGenerator) {\r\n return;\r\n }\r\n\r\n this._readPixelAbortController?.abort(new AbortError(\"Fallback textures are being (re)created\"));\r\n this._readPixelAbortController = new AbortController();\r\n\r\n const mapSize = this._shadowGenerator.mapSize;\r\n\r\n this._depthCopy?.dispose();\r\n this._depthCopy = this._engine.createRenderTargetTexture(\r\n { width: mapSize, height: mapSize },\r\n {\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RED,\r\n samples: 1,\r\n label: `${this._name} - fallback internal texture`,\r\n generateDepthBuffer: false,\r\n }\r\n );\r\n\r\n this._fallbackTexture?.dispose();\r\n this._fallbackTexture = new BaseTexture(this._scene, this._depthCopy.texture);\r\n this._fallbackTexture.name = `${this._name} - fallback texture`;\r\n }\r\n\r\n private async _fallbackReadPixelAsync() {\r\n if (this._readPixelPromise || !this._fallbackTexture || !this._copyTexture) {\r\n return;\r\n }\r\n\r\n const abortController = this._readPixelAbortController;\r\n\r\n abortController?.signal.throwIfAborted();\r\n\r\n const engine = this._engine as Engine;\r\n\r\n const shadowGenerator = this._shadowGenerator;\r\n const shadowMapDepthTexture = shadowGenerator?.getShadowMap()?.depthStencilTexture;\r\n\r\n if (!shadowMapDepthTexture) {\r\n return;\r\n }\r\n\r\n // Copies the shadow map of the shadow generator into _depthCopy\r\n // That's because we can't read from a depth attachment texture in WebGL. We must first copy it to a regular texture.\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_NEAREST_SAMPLINGMODE, shadowMapDepthTexture);\r\n engine.updateTextureComparisonFunction(shadowMapDepthTexture, 0);\r\n\r\n this._copyTexture.copy(shadowMapDepthTexture, this._depthCopy);\r\n\r\n engine.updateTextureComparisonFunction(shadowMapDepthTexture, Constants.LESS);\r\n\r\n // Gets the texture from GPU to CPU\r\n this._readPixelPromise = this._fallbackTexture.readPixels(0, 0, undefined, true, false);\r\n if (!this._readPixelPromise) {\r\n return;\r\n }\r\n\r\n const buffer = await this._readPixelPromise;\r\n\r\n abortController?.signal.throwIfAborted();\r\n\r\n const depthValues = buffer as Float32Array;\r\n const positions = this._mesh.getVerticesData(\"position\");\r\n const numTesselation = this._tesselation;\r\n const startPos = this._buildFullVolume ? (numTesselation + 1) * 4 * 3 : 4 * 3;\r\n const mapSize = shadowGenerator.mapSize;\r\n const step = (mapSize - 1) / numTesselation;\r\n\r\n if (!positions) {\r\n this._readPixelPromise = null;\r\n return;\r\n }\r\n\r\n const halfTesselation = numTesselation / 2;\r\n\r\n const invViewProjMatrix = shadowGenerator.getTransformMatrix().clone();\r\n invViewProjMatrix.invertToRef(invViewProjMatrix);\r\n\r\n const factor = 4;\r\n\r\n if (this._needUpdateGeometry()) {\r\n this._updateGeometry();\r\n }\r\n\r\n let posIndex = startPos;\r\n let stepY = 0;\r\n for (let y = 0; y < numTesselation + 1; ++y) {\r\n for (let x = 0; x < numTesselation + 1; ++x) {\r\n let depth = depthValues[Math.floor(mapSize * Math.floor(stepY) + x * step) * factor];\r\n if (!this._buildFullVolume) {\r\n if (y === 0 || x === 0 || y === numTesselation || x === numTesselation) {\r\n posIndex += 3;\r\n continue;\r\n }\r\n if (depth === 1) {\r\n depth = 0;\r\n }\r\n }\r\n\r\n TmpVec3.set((x - halfTesselation) / halfTesselation, (y - halfTesselation) / halfTesselation, -1 + 2 * depth);\r\n\r\n Vector3.TransformCoordinatesToRef(TmpVec3, invViewProjMatrix, TmpVec3);\r\n\r\n positions[posIndex] = TmpVec3.x;\r\n positions[posIndex + 1] = TmpVec3.y;\r\n positions[posIndex + 2] = TmpVec3.z;\r\n posIndex += 3;\r\n }\r\n stepY += step;\r\n }\r\n\r\n this._mesh.setVerticesData(\"position\", positions);\r\n\r\n this._readPixelPromise = null;\r\n this._firstUpdate = false;\r\n }\r\n\r\n private _fullUpdateUBO(force = false) {\r\n const light = this._light;\r\n\r\n if ((!force && !this._needFullUpdateUBO) || !light || !this._shadowGenerator) {\r\n this._uBuffer!.update();\r\n return;\r\n }\r\n\r\n this._needFullUpdateUBO = false;\r\n\r\n const numTesselation = this._tesselation;\r\n const min = TmpVectors.Vector3[0].set(light.orthoLeft, light.orthoBottom, light.shadowMinZ ?? Constants.ShadowMinZ);\r\n const max = TmpVectors.Vector3[1].set(light.orthoRight, light.orthoTop, light.shadowMaxZ ?? Constants.ShadowMaxZ);\r\n\r\n const invViewMatrix = this._shadowGenerator.viewMatrix.invertToRef(TmpVectors.Matrix[1]);\r\n\r\n this._uBuffer!.updateUInt(\"startVertexIndex\", this._buildFullVolume ? (numTesselation + 1) * 4 * 3 : 4 * 3);\r\n this._uBuffer!.updateFloat(\"step\", ((this._shadowGenerator?.mapSize ?? 128) - 1) / numTesselation);\r\n this._uBuffer!.updateUInt(\"tesselation\", numTesselation);\r\n this._uBuffer!.updateVector3(\"orthoMin\", min);\r\n this._uBuffer!.updateVector3(\"orthoMax\", max);\r\n this._uBuffer!.updateMatrix(\"invViewMatrix\", invViewMatrix);\r\n this._uBuffer!.update();\r\n }\r\n\r\n private _createGeometry() {\r\n const light = this._light;\r\n\r\n if (!light) {\r\n return;\r\n }\r\n\r\n this._tesselation = Math.max(Math.ceil(this._tesselation) & ~1, 2);\r\n\r\n const numTesselation = this._tesselation;\r\n const vertexNumber = (numTesselation + 1) * (numTesselation + 1) + (this._buildFullVolume ? (numTesselation + 1) * 4 : 4);\r\n\r\n this._positions = new Float32Array(vertexNumber * 3);\r\n this._indices.length = 0;\r\n\r\n this._createIndices(light);\r\n\r\n this._mesh.setIndices(this._indices, vertexNumber);\r\n\r\n if (this._engine.isWebGPU) {\r\n const webGPUEngine = this._engine as WebGPUEngine;\r\n\r\n this._storageBuffer?.dispose();\r\n this._storageBuffer = new StorageBuffer(webGPUEngine, vertexNumber * 3 * 4, Constants.BUFFER_CREATIONFLAG_VERTEX | Constants.BUFFER_CREATIONFLAG_READWRITE);\r\n\r\n this._mesh.setVerticesBuffer(new VertexBuffer(webGPUEngine, this._storageBuffer.getBuffer(), \"position\", { takeBufferOwnership: false }), true, vertexNumber);\r\n\r\n this._cs!.setStorageBuffer(\"positions\", this._storageBuffer);\r\n this._cs2!.setStorageBuffer(\"positions\", this._storageBuffer);\r\n\r\n this._cs!.triggerContextRebuild = true;\r\n this._cs2!.triggerContextRebuild = true;\r\n\r\n this._needFullUpdateUBO = true;\r\n }\r\n\r\n this._updateGeometry();\r\n }\r\n\r\n private _updateGeometry() {\r\n const light = this._light;\r\n\r\n if (!light || !this._shadowGenerator) {\r\n return;\r\n }\r\n\r\n if (this._indices.length === 0) {\r\n this._createGeometry();\r\n return;\r\n }\r\n\r\n if (this._engine.isWebGPU) {\r\n return;\r\n }\r\n\r\n const numTesselation = this._tesselation;\r\n\r\n const min = TmpVectors.Vector3[0].set(light.orthoLeft, light.orthoBottom, light.shadowMinZ ?? Constants.ShadowMinZ);\r\n const max = TmpVectors.Vector3[1].set(light.orthoRight, light.orthoTop, light.shadowMaxZ ?? Constants.ShadowMaxZ);\r\n\r\n const invViewMatrix = this._shadowGenerator.viewMatrix.invertToRef(TmpVectors.Matrix[1]);\r\n\r\n const stepX = (max.x - min.x) / numTesselation;\r\n const stepY = (max.y - min.y) / numTesselation;\r\n\r\n let vIndex = 0;\r\n\r\n if (this._buildFullVolume) {\r\n // Right faces of the frustum\r\n for (let i = 0; i <= numTesselation; ++i) {\r\n TmpVec3.set(max.x, min.y + i * stepY, min.z);\r\n Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);\r\n this._positions[vIndex++] = TmpVec3.x;\r\n this._positions[vIndex++] = TmpVec3.y;\r\n this._positions[vIndex++] = TmpVec3.z;\r\n }\r\n\r\n // Left faces of the frustum\r\n for (let i = 0; i <= numTesselation; ++i) {\r\n TmpVec3.set(min.x, min.y + i * stepY, min.z);\r\n Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);\r\n this._positions[vIndex++] = TmpVec3.x;\r\n this._positions[vIndex++] = TmpVec3.y;\r\n this._positions[vIndex++] = TmpVec3.z;\r\n }\r\n\r\n // Bottom faces of the frustum\r\n for (let i = 0; i <= numTesselation; ++i) {\r\n TmpVec3.set(min.x + i * stepX, min.y, min.z);\r\n Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);\r\n this._positions[vIndex++] = TmpVec3.x;\r\n this._positions[vIndex++] = TmpVec3.y;\r\n this._positions[vIndex++] = TmpVec3.z;\r\n }\r\n\r\n // Top faces of the frustum\r\n for (let i = 0; i <= numTesselation; ++i) {\r\n TmpVec3.set(min.x + i * stepX, max.y, min.z);\r\n Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);\r\n this._positions[vIndex++] = TmpVec3.x;\r\n this._positions[vIndex++] = TmpVec3.y;\r\n this._positions[vIndex++] = TmpVec3.z;\r\n }\r\n } else {\r\n // Closes the volume with two near triangles\r\n TmpVec3.set(max.x, min.y, min.z);\r\n Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);\r\n this._positions[vIndex++] = TmpVec3.x;\r\n this._positions[vIndex++] = TmpVec3.y;\r\n this._positions[vIndex++] = TmpVec3.z;\r\n\r\n TmpVec3.set(max.x, max.y, min.z);\r\n Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);\r\n this._positions[vIndex++] = TmpVec3.x;\r\n this._positions[vIndex++] = TmpVec3.y;\r\n this._positions[vIndex++] = TmpVec3.z;\r\n\r\n TmpVec3.set(min.x, min.y, min.z);\r\n Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);\r\n this._positions[vIndex++] = TmpVec3.x;\r\n this._positions[vIndex++] = TmpVec3.y;\r\n this._positions[vIndex++] = TmpVec3.z;\r\n\r\n TmpVec3.set(min.x, max.y, min.z);\r\n Vector3.TransformCoordinatesToRef(TmpVec3, invViewMatrix, TmpVec3);\r\n this._positions[vIndex++] = TmpVec3.x;\r\n this._positions[vIndex++] = TmpVec3.y;\r\n this._positions[vIndex++] = TmpVec3.z;\r\n }\r\n\r\n this._mesh.setVerticesData(\"position\", this._positions);\r\n }\r\n\r\n private _createIndices(light: DirectionalLight) {\r\n const invViewMatrix = Matrix.LookAtLH(light.position, light.position.add(light.direction), Vector3.UpReadOnly);\r\n invViewMatrix.invertToRef(invViewMatrix);\r\n\r\n const numTesselation = this._tesselation;\r\n\r\n const startFarIndices = this._buildFullVolume ? (numTesselation + 1) * 4 : 4;\r\n\r\n if (this._buildFullVolume) {\r\n const rightFaceStartIndex = 0;\r\n\r\n // Right faces of the frustum\r\n for (let i = 0; i <= numTesselation; ++i) {\r\n if (i < numTesselation) {\r\n this._indices.push(\r\n rightFaceStartIndex + i,\r\n startFarIndices + numTesselation + (i + 1) * (numTesselation + 1),\r\n startFarIndices + numTesselation + i * (numTesselation + 1)\r\n );\r\n this._indices.push(rightFaceStartIndex + i, rightFaceStartIndex + i + 1, startFarIndices + numTesselation + (i + 1) * (numTesselation + 1));\r\n }\r\n }\r\n\r\n const leftFaceStartIndex = rightFaceStartIndex + numTesselation + 1;\r\n\r\n // Left faces of the frustum\r\n for (let i = 0; i <= numTesselation; ++i) {\r\n if (i < numTesselation) {\r\n this._indices.push(leftFaceStartIndex + i, startFarIndices + 0 + i * (numTesselation + 1), startFarIndices + 0 + (i + 1) * (numTesselation + 1));\r\n this._indices.push(leftFaceStartIndex + i, startFarIndices + 0 + (i + 1) * (numTesselation + 1), leftFaceStartIndex + i + 1);\r\n }\r\n }\r\n\r\n const bottomFaceStartIndex = leftFaceStartIndex + numTesselation + 1;\r\n\r\n // Bottom faces of the frustum\r\n for (let i = 0; i <= numTesselation; ++i) {\r\n if (i < numTesselation) {\r\n this._indices.push(bottomFaceStartIndex + i, bottomFaceStartIndex + i + 1, startFarIndices + i + 0 * (numTesselation + 1));\r\n this._indices.push(bottomFaceStartIndex + i + 1, startFarIndices + i + 1 + 0 * (numTesselation + 1), startFarIndices + i + 0 * (numTesselation + 1));\r\n }\r\n }\r\n\r\n const topFaceStartIndex = bottomFaceStartIndex + numTesselation + 1;\r\n\r\n // Top faces of the frustum\r\n for (let i = 0; i <= numTesselation; ++i) {\r\n if (i < numTesselation) {\r\n this._indices.push(topFaceStartIndex + i, startFarIndices + i + numTesselation * (numTesselation + 1), topFaceStartIndex + i + 1);\r\n this._indices.push(\r\n topFaceStartIndex + i + 1,\r\n startFarIndices + i + numTesselation * (numTesselation + 1),\r\n startFarIndices + i + 1 + numTesselation * (numTesselation + 1)\r\n );\r\n }\r\n }\r\n\r\n // Near faces of the frustum\r\n for (let i = 0; i < numTesselation; ++i) {\r\n this._indices.push(leftFaceStartIndex + i, leftFaceStartIndex + i + 1, topFaceStartIndex + numTesselation - i);\r\n if (i < numTesselation - 1) {\r\n this._indices.push(leftFaceStartIndex + i + 1, topFaceStartIndex + numTesselation - i - 1, topFaceStartIndex + numTesselation - i);\r\n }\r\n }\r\n\r\n for (let i = 0; i < numTesselation; ++i) {\r\n this._indices.push(bottomFaceStartIndex + i, rightFaceStartIndex + numTesselation - i, rightFaceStartIndex + numTesselation - i - 1);\r\n if (i < numTesselation - 1) {\r\n this._indices.push(bottomFaceStartIndex + i, rightFaceStartIndex + numTesselation - i - 1, bottomFaceStartIndex + i + 1);\r\n }\r\n }\r\n } else {\r\n this._indices.push(0, 2, 1);\r\n this._indices.push(2, 3, 1);\r\n }\r\n\r\n // Tesselate the far plane\r\n for (let iy = 0; iy <= numTesselation; ++iy) {\r\n for (let ix = 0; ix <= numTesselation; ++ix) {\r\n if (ix < numTesselation && iy < numTesselation) {\r\n this._indices.push(\r\n startFarIndices + ix + iy * (numTesselation + 1),\r\n startFarIndices + ix + 1 + iy * (numTesselation + 1),\r\n startFarIndices + ix + 1 + (iy + 1) * (numTesselation + 1)\r\n );\r\n this._indices.push(\r\n startFarIndices + ix + iy * (numTesselation + 1),\r\n startFarIndices + ix + 1 + (iy + 1) * (numTesselation + 1),\r\n startFarIndices + ix + (iy + 1) * (numTesselation + 1)\r\n );\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}