@onerjs/core 8.37.7 → 8.37.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animationGroup.d.ts +2 -3
- package/Animations/animationGroup.js +10 -15
- package/Animations/animationGroup.js.map +1 -1
- package/Bones/bone.d.ts +2 -0
- package/Bones/bone.js +2 -0
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.js +7 -0
- package/Bones/skeleton.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js +3 -1
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +3 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
- package/Layers/effectLayer.d.ts +4 -0
- package/Layers/effectLayer.js +2 -0
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/highlightLayer.js +1 -0
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/index.d.ts +2 -0
- package/Layers/index.js +2 -0
- package/Layers/index.js.map +1 -1
- package/Layers/selectionOutlineLayer.d.ts +185 -0
- package/Layers/selectionOutlineLayer.js +326 -0
- package/Layers/selectionOutlineLayer.js.map +1 -0
- package/Layers/thinEffectLayer.d.ts +5 -1
- package/Layers/thinEffectLayer.js +21 -16
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Layers/thinGlowLayer.js +1 -0
- package/Layers/thinGlowLayer.js.map +1 -1
- package/Layers/thinHighlightLayer.js +1 -0
- package/Layers/thinHighlightLayer.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.d.ts +154 -0
- package/Layers/thinSelectionOutlineLayer.js +611 -0
- package/Layers/thinSelectionOutlineLayer.js.map +1 -0
- package/Loading/Plugins/babylonFileLoader.js +136 -48
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Maths/math.vector.functions.d.ts +8 -0
- package/Maths/math.vector.functions.js +10 -0
- package/Maths/math.vector.functions.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +4 -0
- package/Meshes/abstractMesh.js +4 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg2.js +9 -1
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/instancedMesh.js +2 -2
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.js +6 -1
- package/Meshes/mesh.js.map +1 -1
- package/Morph/morphTarget.js +2 -1
- package/Morph/morphTarget.js.map +1 -1
- package/Shaders/selection.fragment.d.ts +7 -0
- package/Shaders/selection.fragment.js +47 -0
- package/Shaders/selection.fragment.js.map +1 -0
- package/Shaders/selection.vertex.d.ts +17 -0
- package/Shaders/selection.vertex.js +95 -0
- package/Shaders/selection.vertex.js.map +1 -0
- package/Shaders/selectionOutline.fragment.d.ts +5 -0
- package/Shaders/selectionOutline.fragment.js +23 -0
- package/Shaders/selectionOutline.fragment.js.map +1 -0
- package/ShadersWGSL/selection.fragment.d.ts +7 -0
- package/ShadersWGSL/selection.fragment.js +47 -0
- package/ShadersWGSL/selection.fragment.js.map +1 -0
- package/ShadersWGSL/selection.vertex.d.ts +17 -0
- package/ShadersWGSL/selection.vertex.js +96 -0
- package/ShadersWGSL/selection.vertex.js.map +1 -0
- package/ShadersWGSL/selectionOutline.fragment.d.ts +5 -0
- package/ShadersWGSL/selectionOutline.fragment.js +24 -0
- package/ShadersWGSL/selectionOutline.fragment.js.map +1 -0
- package/package.json +1 -1
- package/scene.d.ts +2 -2
- package/scene.js +10 -2
- package/scene.js.map +1 -1
package/Morph/morphTarget.js
CHANGED
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@@ -260,10 +260,11 @@ export class MorphTarget {
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const serializationObject = {};
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serializationObject.name = this.name;
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serializationObject.influence = this.influence;
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-
serializationObject.positions = Array.prototype.slice.call(this.getPositions());
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if (this.id != null) {
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serializationObject.id = this.id;
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}
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+
serializationObject.uniqueId = this.uniqueId;
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serializationObject.positions = Array.prototype.slice.call(this.getPositions());
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if (this.hasNormals) {
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serializationObject.normals = Array.prototype.slice.call(this.getNormals());
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}
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package/Morph/morphTarget.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable, FloatArray } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\n\r\nimport type { Animation } from \"../Animations/animation\";\r\n\r\n/**\r\n * Defines a target to use with MorphTargetManager\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTarget implements IAnimatable {\r\n /**\r\n * Gets or sets the list of animations\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _scene: Nullable<Scene>;\r\n private _positions: Nullable<FloatArray> = null;\r\n private _normals: Nullable<FloatArray> = null;\r\n private _tangents: Nullable<FloatArray> = null;\r\n private _uvs: Nullable<FloatArray> = null;\r\n private _uv2s: Nullable<FloatArray> = null;\r\n private _colors: Nullable<FloatArray> = null;\r\n private _influence: number;\r\n private _uniqueId = 0;\r\n\r\n /**\r\n * Observable raised when the influence changes\r\n */\r\n public onInfluenceChanged = new Observable<boolean>();\r\n\r\n /** @internal */\r\n public _onDataLayoutChanged = new Observable<void>();\r\n\r\n /**\r\n * Gets or sets the influence of this target (ie. its weight in the overall morphing)\r\n */\r\n public get influence(): number {\r\n return this._influence;\r\n }\r\n\r\n public set influence(influence: number) {\r\n if (this._influence === influence) {\r\n return;\r\n }\r\n\r\n const previous = this._influence;\r\n this._influence = influence;\r\n\r\n if (this.onInfluenceChanged.hasObservers()) {\r\n this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the id of the morph Target\r\n */\r\n @serialize()\r\n public id: string;\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride && this._scene) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTarget\r\n * @param name defines the name of the target\r\n * @param influence defines the influence to use\r\n * @param scene defines the scene the morphtarget belongs to\r\n */\r\n public constructor(\r\n /** defines the name of the target */\r\n public name: string,\r\n influence = 0,\r\n scene: Nullable<Scene> = null\r\n ) {\r\n this.id = name;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this.influence = influence;\r\n\r\n if (this._scene) {\r\n this._uniqueId = this._scene.getUniqueId();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains position data\r\n */\r\n public get hasPositions(): boolean {\r\n return !!this._positions;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains normal data\r\n */\r\n public get hasNormals(): boolean {\r\n return !!this._normals;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains tangent data\r\n */\r\n public get hasTangents(): boolean {\r\n return !!this._tangents;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains texture coordinates data\r\n */\r\n public get hasUVs(): boolean {\r\n return !!this._uvs;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains texture coordinates 2 data\r\n */\r\n public get hasUV2s(): boolean {\r\n return !!this._uv2s;\r\n }\r\n\r\n public get hasColors(): boolean {\r\n return !!this._colors;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices stored in this target\r\n */\r\n public get vertexCount(): number {\r\n return this._positions\r\n ? this._positions.length / 3\r\n : this._normals\r\n ? this._normals.length / 3\r\n : this._tangents\r\n ? this._tangents.length / 3\r\n : this._uvs\r\n ? this._uvs.length / 2\r\n : this._uv2s\r\n ? this._uv2s.length / 2\r\n : this._colors\r\n ? this._colors.length / 4\r\n : 0;\r\n }\r\n\r\n /**\r\n * Affects position data to this target\r\n * @param data defines the position data to use\r\n */\r\n public setPositions(data: Nullable<FloatArray>) {\r\n const hadPositions = this.hasPositions;\r\n\r\n this._positions = data;\r\n\r\n if (hadPositions !== this.hasPositions) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the position data stored in this target\r\n * @returns a FloatArray containing the position data (or null if not present)\r\n */\r\n public getPositions(): Nullable<FloatArray> {\r\n return this._positions;\r\n }\r\n\r\n /**\r\n * Affects normal data to this target\r\n * @param data defines the normal data to use\r\n */\r\n public setNormals(data: Nullable<FloatArray>) {\r\n const hadNormals = this.hasNormals;\r\n\r\n this._normals = data;\r\n\r\n if (hadNormals !== this.hasNormals) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the normal data stored in this target\r\n * @returns a FloatArray containing the normal data (or null if not present)\r\n */\r\n public getNormals(): Nullable<FloatArray> {\r\n return this._normals;\r\n }\r\n\r\n /**\r\n * Affects tangent data to this target\r\n * @param data defines the tangent data to use\r\n */\r\n public setTangents(data: Nullable<FloatArray>) {\r\n const hadTangents = this.hasTangents;\r\n\r\n this._tangents = data;\r\n\r\n if (hadTangents !== this.hasTangents) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the tangent data stored in this target\r\n * @returns a FloatArray containing the tangent data (or null if not present)\r\n */\r\n public getTangents(): Nullable<FloatArray> {\r\n return this._tangents;\r\n }\r\n\r\n /**\r\n * Affects texture coordinates data to this target\r\n * @param data defines the texture coordinates data to use\r\n */\r\n public setUVs(data: Nullable<FloatArray>) {\r\n const hadUVs = this.hasUVs;\r\n\r\n this._uvs = data;\r\n\r\n if (hadUVs !== this.hasUVs) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates data stored in this target\r\n * @returns a FloatArray containing the texture coordinates data (or null if not present)\r\n */\r\n public getUVs(): Nullable<FloatArray> {\r\n return this._uvs;\r\n }\r\n\r\n /**\r\n * Affects texture coordinates 2 data to this target\r\n * @param data defines the texture coordinates 2 data to use\r\n */\r\n public setUV2s(data: Nullable<FloatArray>) {\r\n const hadUV2s = this.hasUV2s;\r\n\r\n this._uv2s = data;\r\n\r\n if (hadUV2s !== this.hasUV2s) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates 2 data stored in this target\r\n * @returns a FloatArray containing the texture coordinates 2 data (or null if not present)\r\n */\r\n public getUV2s(): Nullable<FloatArray> {\r\n return this._uv2s;\r\n }\r\n\r\n /**\r\n * Affects color data to this target\r\n * @param data defines the color data to use\r\n */\r\n public setColors(data: Nullable<FloatArray>) {\r\n const hadColors = this.hasColors;\r\n\r\n this._colors = data;\r\n\r\n if (hadColors !== this.hasColors) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the color data stored in this target\r\n * @returns a FloatArray containing the color data (or null if not present)\r\n */\r\n public getColors(): Nullable<FloatArray> {\r\n return this._colors;\r\n }\r\n\r\n /**\r\n * Clone the current target\r\n * @returns a new MorphTarget\r\n */\r\n public clone(): MorphTarget {\r\n const newOne = SerializationHelper.Clone(() => new MorphTarget(this.name, this.influence, this._scene), this);\r\n\r\n newOne._positions = this._positions;\r\n newOne._normals = this._normals;\r\n newOne._tangents = this._tangents;\r\n newOne._uvs = this._uvs;\r\n newOne._uv2s = this._uv2s;\r\n newOne._colors = this._colors;\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Serializes the current target into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.influence = this.influence;\r\n\r\n serializationObject.positions = Array.prototype.slice.call(this.getPositions());\r\n if (this.id != null) {\r\n serializationObject.id = this.id;\r\n }\r\n if (this.hasNormals) {\r\n serializationObject.normals = Array.prototype.slice.call(this.getNormals());\r\n }\r\n if (this.hasTangents) {\r\n serializationObject.tangents = Array.prototype.slice.call(this.getTangents());\r\n }\r\n if (this.hasUVs) {\r\n serializationObject.uvs = Array.prototype.slice.call(this.getUVs());\r\n }\r\n if (this.hasUV2s) {\r\n serializationObject.uv2s = Array.prototype.slice.call(this.getUV2s());\r\n }\r\n if (this.hasColors) {\r\n serializationObject.colors = Array.prototype.slice.call(this.getColors());\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Returns the string \"MorphTarget\"\r\n * @returns \"MorphTarget\"\r\n */\r\n public getClassName(): string {\r\n return \"MorphTarget\";\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new target from serialized data\r\n * @param serializationObject defines the serialized data to use\r\n * @param scene defines the hosting scene\r\n * @returns a new MorphTarget\r\n */\r\n public static Parse(serializationObject: any, scene?: Scene): MorphTarget {\r\n const result = new MorphTarget(serializationObject.name, serializationObject.influence);\r\n\r\n result.setPositions(serializationObject.positions);\r\n\r\n if (serializationObject.id != null) {\r\n result.id = serializationObject.id;\r\n }\r\n if (serializationObject.normals) {\r\n result.setNormals(serializationObject.normals);\r\n }\r\n if (serializationObject.tangents) {\r\n result.setTangents(serializationObject.tangents);\r\n }\r\n if (serializationObject.uvs) {\r\n result.setUVs(serializationObject.uvs);\r\n }\r\n if (serializationObject.uv2s) {\r\n result.setUV2s(serializationObject.uv2s);\r\n }\r\n if (serializationObject.colors) {\r\n result.setColors(serializationObject.colors);\r\n }\r\n\r\n // Animations\r\n if (serializationObject.animations) {\r\n for (let animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {\r\n const parsedAnimation = serializationObject.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n result.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n\r\n if (serializationObject.autoAnimate && scene) {\r\n scene.beginAnimation(\r\n result,\r\n serializationObject.autoAnimateFrom,\r\n serializationObject.autoAnimateTo,\r\n serializationObject.autoAnimateLoop,\r\n serializationObject.autoAnimateSpeed || 1.0\r\n );\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a MorphTarget from mesh data\r\n * @param mesh defines the source mesh\r\n * @param name defines the name to use for the new target\r\n * @param influence defines the influence to attach to the target\r\n * @returns a new MorphTarget\r\n */\r\n public static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget {\r\n if (!name) {\r\n name = mesh.name;\r\n }\r\n\r\n const result = new MorphTarget(name, influence, mesh.getScene());\r\n\r\n result.setPositions(<FloatArray>mesh.getVerticesData(VertexBuffer.PositionKind));\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n result.setNormals(<FloatArray>mesh.getVerticesData(VertexBuffer.NormalKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n result.setTangents(<FloatArray>mesh.getVerticesData(VertexBuffer.TangentKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n result.setUVs(<FloatArray>mesh.getVerticesData(VertexBuffer.UVKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n result.setUV2s(<FloatArray>mesh.getVerticesData(VertexBuffer.UV2Kind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n result.setColors(<FloatArray>mesh.getVerticesData(VertexBuffer.ColorKind));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable, FloatArray } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { GetClass } from \"../Misc/typeStore\";\r\n\r\nimport type { Animation } from \"../Animations/animation\";\r\n\r\n/**\r\n * Defines a target to use with MorphTargetManager\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets\r\n */\r\nexport class MorphTarget implements IAnimatable {\r\n /**\r\n * Gets or sets the list of animations\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _scene: Nullable<Scene>;\r\n private _positions: Nullable<FloatArray> = null;\r\n private _normals: Nullable<FloatArray> = null;\r\n private _tangents: Nullable<FloatArray> = null;\r\n private _uvs: Nullable<FloatArray> = null;\r\n private _uv2s: Nullable<FloatArray> = null;\r\n private _colors: Nullable<FloatArray> = null;\r\n private _influence: number;\r\n private _uniqueId = 0;\r\n\r\n /**\r\n * Observable raised when the influence changes\r\n */\r\n public onInfluenceChanged = new Observable<boolean>();\r\n\r\n /** @internal */\r\n public _onDataLayoutChanged = new Observable<void>();\r\n\r\n /**\r\n * Gets or sets the influence of this target (ie. its weight in the overall morphing)\r\n */\r\n public get influence(): number {\r\n return this._influence;\r\n }\r\n\r\n public set influence(influence: number) {\r\n if (this._influence === influence) {\r\n return;\r\n }\r\n\r\n const previous = this._influence;\r\n this._influence = influence;\r\n\r\n if (this.onInfluenceChanged.hasObservers()) {\r\n this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the id of the morph Target\r\n */\r\n @serialize()\r\n public id: string;\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride && this._scene) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * Creates a new MorphTarget\r\n * @param name defines the name of the target\r\n * @param influence defines the influence to use\r\n * @param scene defines the scene the morphtarget belongs to\r\n */\r\n public constructor(\r\n /** defines the name of the target */\r\n public name: string,\r\n influence = 0,\r\n scene: Nullable<Scene> = null\r\n ) {\r\n this.id = name;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this.influence = influence;\r\n\r\n if (this._scene) {\r\n this._uniqueId = this._scene.getUniqueId();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this manager\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains position data\r\n */\r\n public get hasPositions(): boolean {\r\n return !!this._positions;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains normal data\r\n */\r\n public get hasNormals(): boolean {\r\n return !!this._normals;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains tangent data\r\n */\r\n public get hasTangents(): boolean {\r\n return !!this._tangents;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains texture coordinates data\r\n */\r\n public get hasUVs(): boolean {\r\n return !!this._uvs;\r\n }\r\n\r\n /**\r\n * Gets a boolean defining if the target contains texture coordinates 2 data\r\n */\r\n public get hasUV2s(): boolean {\r\n return !!this._uv2s;\r\n }\r\n\r\n public get hasColors(): boolean {\r\n return !!this._colors;\r\n }\r\n\r\n /**\r\n * Gets the number of vertices stored in this target\r\n */\r\n public get vertexCount(): number {\r\n return this._positions\r\n ? this._positions.length / 3\r\n : this._normals\r\n ? this._normals.length / 3\r\n : this._tangents\r\n ? this._tangents.length / 3\r\n : this._uvs\r\n ? this._uvs.length / 2\r\n : this._uv2s\r\n ? this._uv2s.length / 2\r\n : this._colors\r\n ? this._colors.length / 4\r\n : 0;\r\n }\r\n\r\n /**\r\n * Affects position data to this target\r\n * @param data defines the position data to use\r\n */\r\n public setPositions(data: Nullable<FloatArray>) {\r\n const hadPositions = this.hasPositions;\r\n\r\n this._positions = data;\r\n\r\n if (hadPositions !== this.hasPositions) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the position data stored in this target\r\n * @returns a FloatArray containing the position data (or null if not present)\r\n */\r\n public getPositions(): Nullable<FloatArray> {\r\n return this._positions;\r\n }\r\n\r\n /**\r\n * Affects normal data to this target\r\n * @param data defines the normal data to use\r\n */\r\n public setNormals(data: Nullable<FloatArray>) {\r\n const hadNormals = this.hasNormals;\r\n\r\n this._normals = data;\r\n\r\n if (hadNormals !== this.hasNormals) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the normal data stored in this target\r\n * @returns a FloatArray containing the normal data (or null if not present)\r\n */\r\n public getNormals(): Nullable<FloatArray> {\r\n return this._normals;\r\n }\r\n\r\n /**\r\n * Affects tangent data to this target\r\n * @param data defines the tangent data to use\r\n */\r\n public setTangents(data: Nullable<FloatArray>) {\r\n const hadTangents = this.hasTangents;\r\n\r\n this._tangents = data;\r\n\r\n if (hadTangents !== this.hasTangents) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the tangent data stored in this target\r\n * @returns a FloatArray containing the tangent data (or null if not present)\r\n */\r\n public getTangents(): Nullable<FloatArray> {\r\n return this._tangents;\r\n }\r\n\r\n /**\r\n * Affects texture coordinates data to this target\r\n * @param data defines the texture coordinates data to use\r\n */\r\n public setUVs(data: Nullable<FloatArray>) {\r\n const hadUVs = this.hasUVs;\r\n\r\n this._uvs = data;\r\n\r\n if (hadUVs !== this.hasUVs) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates data stored in this target\r\n * @returns a FloatArray containing the texture coordinates data (or null if not present)\r\n */\r\n public getUVs(): Nullable<FloatArray> {\r\n return this._uvs;\r\n }\r\n\r\n /**\r\n * Affects texture coordinates 2 data to this target\r\n * @param data defines the texture coordinates 2 data to use\r\n */\r\n public setUV2s(data: Nullable<FloatArray>) {\r\n const hadUV2s = this.hasUV2s;\r\n\r\n this._uv2s = data;\r\n\r\n if (hadUV2s !== this.hasUV2s) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates 2 data stored in this target\r\n * @returns a FloatArray containing the texture coordinates 2 data (or null if not present)\r\n */\r\n public getUV2s(): Nullable<FloatArray> {\r\n return this._uv2s;\r\n }\r\n\r\n /**\r\n * Affects color data to this target\r\n * @param data defines the color data to use\r\n */\r\n public setColors(data: Nullable<FloatArray>) {\r\n const hadColors = this.hasColors;\r\n\r\n this._colors = data;\r\n\r\n if (hadColors !== this.hasColors) {\r\n this._onDataLayoutChanged.notifyObservers(undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the color data stored in this target\r\n * @returns a FloatArray containing the color data (or null if not present)\r\n */\r\n public getColors(): Nullable<FloatArray> {\r\n return this._colors;\r\n }\r\n\r\n /**\r\n * Clone the current target\r\n * @returns a new MorphTarget\r\n */\r\n public clone(): MorphTarget {\r\n const newOne = SerializationHelper.Clone(() => new MorphTarget(this.name, this.influence, this._scene), this);\r\n\r\n newOne._positions = this._positions;\r\n newOne._normals = this._normals;\r\n newOne._tangents = this._tangents;\r\n newOne._uvs = this._uvs;\r\n newOne._uv2s = this._uv2s;\r\n newOne._colors = this._colors;\r\n\r\n return newOne;\r\n }\r\n\r\n /**\r\n * Serializes the current target into a Serialization object\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.influence = this.influence;\r\n\r\n if (this.id != null) {\r\n serializationObject.id = this.id;\r\n }\r\n serializationObject.uniqueId = this.uniqueId;\r\n\r\n serializationObject.positions = Array.prototype.slice.call(this.getPositions());\r\n if (this.hasNormals) {\r\n serializationObject.normals = Array.prototype.slice.call(this.getNormals());\r\n }\r\n if (this.hasTangents) {\r\n serializationObject.tangents = Array.prototype.slice.call(this.getTangents());\r\n }\r\n if (this.hasUVs) {\r\n serializationObject.uvs = Array.prototype.slice.call(this.getUVs());\r\n }\r\n if (this.hasUV2s) {\r\n serializationObject.uv2s = Array.prototype.slice.call(this.getUV2s());\r\n }\r\n if (this.hasColors) {\r\n serializationObject.colors = Array.prototype.slice.call(this.getColors());\r\n }\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Returns the string \"MorphTarget\"\r\n * @returns \"MorphTarget\"\r\n */\r\n public getClassName(): string {\r\n return \"MorphTarget\";\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new target from serialized data\r\n * @param serializationObject defines the serialized data to use\r\n * @param scene defines the hosting scene\r\n * @returns a new MorphTarget\r\n */\r\n public static Parse(serializationObject: any, scene?: Scene): MorphTarget {\r\n const result = new MorphTarget(serializationObject.name, serializationObject.influence);\r\n\r\n result.setPositions(serializationObject.positions);\r\n\r\n if (serializationObject.id != null) {\r\n result.id = serializationObject.id;\r\n }\r\n if (serializationObject.normals) {\r\n result.setNormals(serializationObject.normals);\r\n }\r\n if (serializationObject.tangents) {\r\n result.setTangents(serializationObject.tangents);\r\n }\r\n if (serializationObject.uvs) {\r\n result.setUVs(serializationObject.uvs);\r\n }\r\n if (serializationObject.uv2s) {\r\n result.setUV2s(serializationObject.uv2s);\r\n }\r\n if (serializationObject.colors) {\r\n result.setColors(serializationObject.colors);\r\n }\r\n\r\n // Animations\r\n if (serializationObject.animations) {\r\n for (let animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {\r\n const parsedAnimation = serializationObject.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n result.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n\r\n if (serializationObject.autoAnimate && scene) {\r\n scene.beginAnimation(\r\n result,\r\n serializationObject.autoAnimateFrom,\r\n serializationObject.autoAnimateTo,\r\n serializationObject.autoAnimateLoop,\r\n serializationObject.autoAnimateSpeed || 1.0\r\n );\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a MorphTarget from mesh data\r\n * @param mesh defines the source mesh\r\n * @param name defines the name to use for the new target\r\n * @param influence defines the influence to attach to the target\r\n * @returns a new MorphTarget\r\n */\r\n public static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget {\r\n if (!name) {\r\n name = mesh.name;\r\n }\r\n\r\n const result = new MorphTarget(name, influence, mesh.getScene());\r\n\r\n result.setPositions(<FloatArray>mesh.getVerticesData(VertexBuffer.PositionKind));\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n result.setNormals(<FloatArray>mesh.getVerticesData(VertexBuffer.NormalKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n result.setTangents(<FloatArray>mesh.getVerticesData(VertexBuffer.TangentKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n result.setUVs(<FloatArray>mesh.getVerticesData(VertexBuffer.UVKind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n result.setUV2s(<FloatArray>mesh.getVerticesData(VertexBuffer.UV2Kind));\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n result.setColors(<FloatArray>mesh.getVerticesData(VertexBuffer.ColorKind));\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
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import "./ShadersInclude/clipPlaneFragment.js";
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const name = "selectionPixelShader";
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const shader = `#ifdef INSTANCES
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flat varying float vSelectionId;
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#else
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uniform float selectionId;
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#endif
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#ifdef STORE_CAMERASPACE_Z
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varying float vViewPosZ;
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#else
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varying float vDepthMetric;
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#endif
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#ifdef ALPHATEST
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varying vec2 vUV;uniform sampler2D diffuseSampler;
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#endif
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#include<clipPlaneFragmentDeclaration>
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#define CUSTOM_FRAGMENT_DEFINITIONS
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void main(void) {
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#define CUSTOM_FRAGMENT_MAIN_BEGIN
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#include<clipPlaneFragment>
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#ifdef ALPHATEST
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if (texture2D(diffuseSampler,vUV).a<0.4)
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discard;
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#endif
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#ifdef INSTANCES
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float id=vSelectionId;
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#else
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float id=selectionId;
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#endif
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#ifdef STORE_CAMERASPACE_Z
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gl_FragColor=vec4(id,vViewPosZ,0.0,1.0);
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#else
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gl_FragColor=vec4(id,vDepthMetric,0.0,1.0);
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#endif
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#define CUSTOM_FRAGMENT_MAIN_END
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}
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`;
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// Sideeffect
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if (!ShaderStore.ShadersStore[name]) {
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ShaderStore.ShadersStore[name] = shader;
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}
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/** @internal */
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export const selectionPixelShader = { name, shader };
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//# sourceMappingURL=selection.fragment.js.map
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{"version":3,"file":"selection.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/selection.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkCd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"selectionPixelShader\";\nconst shader = `#ifdef INSTANCES\nflat varying float vSelectionId;\n#else\nuniform float selectionId;\n#endif\n#ifdef STORE_CAMERASPACE_Z\nvarying float vViewPosZ;\n#else\nvarying float vDepthMetric;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUV;uniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#ifdef INSTANCES\nfloat id=vSelectionId;\n#else\nfloat id=selectionId;\n#endif\n#ifdef STORE_CAMERASPACE_Z\ngl_FragColor=vec4(id,vViewPosZ,0.0,1.0);\n#else\ngl_FragColor=vec4(id,vDepthMetric,0.0,1.0);\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const selectionPixelShader = { name, shader };\n"]}
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import "./ShadersInclude/bonesDeclaration.js";
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import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexDeclaration.js";
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import "./ShadersInclude/clipPlaneVertexDeclaration.js";
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import "./ShadersInclude/instancesDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexGlobal.js";
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import "./ShadersInclude/morphTargetsVertex.js";
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import "./ShadersInclude/instancesVertex.js";
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import "./ShadersInclude/bonesVertex.js";
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import "./ShadersInclude/bakedVertexAnimation.js";
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import "./ShadersInclude/clipPlaneVertex.js";
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/** @internal */
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export declare const selectionVertexShader: {
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name: string;
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shader: string;
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};
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/bonesDeclaration.js";
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import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexDeclaration.js";
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import "./ShadersInclude/clipPlaneVertexDeclaration.js";
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import "./ShadersInclude/instancesDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexGlobal.js";
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import "./ShadersInclude/morphTargetsVertex.js";
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import "./ShadersInclude/instancesVertex.js";
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import "./ShadersInclude/bonesVertex.js";
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import "./ShadersInclude/bakedVertexAnimation.js";
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import "./ShadersInclude/clipPlaneVertex.js";
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const name = "selectionVertexShader";
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const shader = `attribute vec3 position;
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#ifdef INSTANCES
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attribute float instanceSelectionId;
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#endif
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#include<bonesDeclaration>
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#include<bakedVertexAnimationDeclaration>
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#include<morphTargetsVertexGlobalDeclaration>
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#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
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#include<clipPlaneVertexDeclaration>
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#include<instancesDeclaration>
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uniform mat4 viewProjection;
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#ifdef STORE_CAMERASPACE_Z
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uniform mat4 view;
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#else
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uniform vec2 depthValues;
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#endif
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#ifdef INSTANCES
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+
flat varying float vSelectionId;
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+
#endif
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+
#ifdef STORE_CAMERASPACE_Z
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varying float vViewPosZ;
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+
#else
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38
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+
varying float vDepthMetric;
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+
#endif
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+
#ifdef ALPHATEST
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+
varying vec2 vUV;uniform mat4 diffuseMatrix;
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#ifdef UV1
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+
attribute vec2 uv;
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+
#endif
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#ifdef UV2
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attribute vec2 uv2;
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#endif
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+
#endif
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#define CUSTOM_VERTEX_DEFINITIONS
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void main(void) {
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+
#define CUSTOM_VERTEX_MAIN_BEGIN
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vec3 positionUpdated=position;
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#ifdef UV1
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vec2 uvUpdated=uv;
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#endif
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#ifdef UV2
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vec2 uv2Updated=uv2;
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+
#endif
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#include<morphTargetsVertexGlobal>
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#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
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#include<instancesVertex>
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#include<bonesVertex>
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#include<bakedVertexAnimation>
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vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);gl_Position=viewProjection*worldPos;
|
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#ifdef ALPHATEST
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#ifdef UV1
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vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
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#endif
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#ifdef UV2
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vUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));
|
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+
#endif
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#endif
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#ifdef STORE_CAMERASPACE_Z
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vViewPosZ=(view*worldPos).z;
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#else
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#ifdef USE_REVERSE_DEPTHBUFFER
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vDepthMetric=((-gl_Position.z+depthValues.x)/(depthValues.y));
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#else
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79
|
+
vDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));
|
|
80
|
+
#endif
|
|
81
|
+
#endif
|
|
82
|
+
#ifdef INSTANCES
|
|
83
|
+
vSelectionId=instanceSelectionId;
|
|
84
|
+
#endif
|
|
85
|
+
#include<clipPlaneVertex>
|
|
86
|
+
#define CUSTOM_VERTEX_MAIN_END
|
|
87
|
+
}
|
|
88
|
+
`;
|
|
89
|
+
// Sideeffect
|
|
90
|
+
if (!ShaderStore.ShadersStore[name]) {
|
|
91
|
+
ShaderStore.ShadersStore[name] = shader;
|
|
92
|
+
}
|
|
93
|
+
/** @internal */
|
|
94
|
+
export const selectionVertexShader = { name, shader };
|
|
95
|
+
//# sourceMappingURL=selection.vertex.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"selection.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/selection.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"selectionVertexShader\";\nconst shader = `attribute vec3 position;\n#ifdef INSTANCES\nattribute float instanceSelectionId;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef STORE_CAMERASPACE_Z\nuniform mat4 view;\n#else\nuniform vec2 depthValues;\n#endif\n#ifdef INSTANCES\nflat varying float vSelectionId;\n#endif\n#ifdef STORE_CAMERASPACE_Z\nvarying float vViewPosZ;\n#else\nvarying float vDepthMetric;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUV;uniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);gl_Position=viewProjection*worldPos;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#ifdef STORE_CAMERASPACE_Z\nvViewPosZ=(view*worldPos).z;\n#else\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric=((-gl_Position.z+depthValues.x)/(depthValues.y));\n#else\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#endif\n#endif\n#ifdef INSTANCES\nvSelectionId=instanceSelectionId;\n#endif\n#include<clipPlaneVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const selectionVertexShader = { name, shader };\n"]}
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
const name = "selectionOutlinePixelShader";
|
|
4
|
+
const shader = `uniform sampler2D maskSampler;uniform sampler2D depthSampler;varying vec2 vUV;uniform vec2 screenSize;uniform vec3 outlineColor;uniform float outlineThickness;uniform float occlusionStrength;uniform float occlusionThreshold;
|
|
5
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
6
|
+
void main(void) {
|
|
7
|
+
#define CUSTOM_FRAGMENT_MAIN_BEGIN
|
|
8
|
+
vec2 texelSize=1.0/screenSize;vec2 sampleOffset=texelSize*outlineThickness;vec2 centerMask=texture2D(maskSampler,vUV).rg;vec2 maskX=texture2D(maskSampler,vUV+vec2(sampleOffset.x,0.0)).rg;vec2 maskY=texture2D(maskSampler,vUV+vec2(0.0,sampleOffset.y)).rg;vec2 maskXY=texture2D(maskSampler,vUV+sampleOffset).rg;vec3 gradient=vec3(
|
|
9
|
+
centerMask.r-maskX.r,
|
|
10
|
+
centerMask.r-maskY.r,
|
|
11
|
+
centerMask.r-maskXY.r
|
|
12
|
+
);float edgeStrength=length(gradient);float outlineMask=step(0.1,edgeStrength);
|
|
13
|
+
float depthCenter=texture2D(depthSampler,vUV).r;float depthX=texture2D(depthSampler,vUV+vec2(sampleOffset.x,0.0)).r;float depthY=texture2D(depthSampler,vUV+vec2(0.0,sampleOffset.y)).r;float depthXY=texture2D(depthSampler,vUV+sampleOffset).r;float occlusionCenter=step(occlusionThreshold,abs(centerMask.g-depthCenter));float occlusionX=step(occlusionThreshold,abs(maskX.g-depthX));float occlusionY=step(occlusionThreshold,abs(maskY.g-depthY));float occlusionXY=step(occlusionThreshold,abs(maskXY.g-depthXY));float occlusionFactor=min(min(occlusionCenter,occlusionX),min(occlusionY,occlusionXY));float finalOutlineMask=outlineMask*(1.0-occlusionStrength*occlusionFactor);gl_FragColor=vec4(outlineColor,finalOutlineMask);
|
|
14
|
+
#define CUSTOM_FRAGMENT_MAIN_END
|
|
15
|
+
}
|
|
16
|
+
`;
|
|
17
|
+
// Sideeffect
|
|
18
|
+
if (!ShaderStore.ShadersStore[name]) {
|
|
19
|
+
ShaderStore.ShadersStore[name] = shader;
|
|
20
|
+
}
|
|
21
|
+
/** @internal */
|
|
22
|
+
export const selectionOutlinePixelShader = { name, shader };
|
|
23
|
+
//# sourceMappingURL=selectionOutline.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"selectionOutline.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/selectionOutline.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"selectionOutlinePixelShader\";\nconst shader = `uniform sampler2D maskSampler;uniform sampler2D depthSampler;varying vec2 vUV;uniform vec2 screenSize;uniform vec3 outlineColor;uniform float outlineThickness;uniform float occlusionStrength;uniform float occlusionThreshold;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec2 texelSize=1.0/screenSize;vec2 sampleOffset=texelSize*outlineThickness;vec2 centerMask=texture2D(maskSampler,vUV).rg;vec2 maskX=texture2D(maskSampler,vUV+vec2(sampleOffset.x,0.0)).rg;vec2 maskY=texture2D(maskSampler,vUV+vec2(0.0,sampleOffset.y)).rg;vec2 maskXY=texture2D(maskSampler,vUV+sampleOffset).rg;vec3 gradient=vec3(\ncenterMask.r-maskX.r,\ncenterMask.r-maskY.r,\ncenterMask.r-maskXY.r\n);float edgeStrength=length(gradient);float outlineMask=step(0.1,edgeStrength); \nfloat depthCenter=texture2D(depthSampler,vUV).r;float depthX=texture2D(depthSampler,vUV+vec2(sampleOffset.x,0.0)).r;float depthY=texture2D(depthSampler,vUV+vec2(0.0,sampleOffset.y)).r;float depthXY=texture2D(depthSampler,vUV+sampleOffset).r;float occlusionCenter=step(occlusionThreshold,abs(centerMask.g-depthCenter));float occlusionX=step(occlusionThreshold,abs(maskX.g-depthX));float occlusionY=step(occlusionThreshold,abs(maskY.g-depthY));float occlusionXY=step(occlusionThreshold,abs(maskXY.g-depthXY));float occlusionFactor=min(min(occlusionCenter,occlusionX),min(occlusionY,occlusionXY));float finalOutlineMask=outlineMask*(1.0-occlusionStrength*occlusionFactor);gl_FragColor=vec4(outlineColor,finalOutlineMask);\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const selectionOutlinePixelShader = { name, shader };\n"]}
|
|
@@ -0,0 +1,47 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
|
|
4
|
+
import "./ShadersInclude/clipPlaneFragment.js";
|
|
5
|
+
const name = "selectionPixelShader";
|
|
6
|
+
const shader = `#ifdef INSTANCES
|
|
7
|
+
flat varying vSelectionId: f32;
|
|
8
|
+
#else
|
|
9
|
+
uniform selectionId: f32;
|
|
10
|
+
#endif
|
|
11
|
+
#ifdef STORE_CAMERASPACE_Z
|
|
12
|
+
varying vViewPosZ: f32;
|
|
13
|
+
#else
|
|
14
|
+
varying vDepthMetric: f32;
|
|
15
|
+
#endif
|
|
16
|
+
#ifdef ALPHATEST
|
|
17
|
+
varying vUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
|
|
18
|
+
#endif
|
|
19
|
+
#include<clipPlaneFragmentDeclaration>
|
|
20
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
21
|
+
@fragment
|
|
22
|
+
fn main(input: FragmentInputs)->FragmentOutputs {
|
|
23
|
+
#define CUSTOM_FRAGMENT_MAIN_BEGIN
|
|
24
|
+
#include<clipPlaneFragment>
|
|
25
|
+
#ifdef ALPHATEST
|
|
26
|
+
if (textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUV).a<0.4) {discard;}
|
|
27
|
+
#endif
|
|
28
|
+
#ifdef INSTANCES
|
|
29
|
+
var id: f32=fragmentInputs.vSelectionId;
|
|
30
|
+
#else
|
|
31
|
+
var id: f32=uniforms.selectionId;
|
|
32
|
+
#endif
|
|
33
|
+
#ifdef STORE_CAMERASPACE_Z
|
|
34
|
+
fragmentOutputs.color=vec4(id,fragmentInputs.vViewPosZ,0.0,1.0);
|
|
35
|
+
#else
|
|
36
|
+
fragmentOutputs.color=vec4(id,fragmentInputs.vDepthMetric,0.0,1.0);
|
|
37
|
+
#endif
|
|
38
|
+
#define CUSTOM_FRAGMENT_MAIN_END
|
|
39
|
+
}
|
|
40
|
+
`;
|
|
41
|
+
// Sideeffect
|
|
42
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
43
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
44
|
+
}
|
|
45
|
+
/** @internal */
|
|
46
|
+
export const selectionPixelShaderWGSL = { name, shader };
|
|
47
|
+
//# sourceMappingURL=selection.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"selection.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/selection.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkCd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"selectionPixelShader\";\nconst shader = `#ifdef INSTANCES\nflat varying vSelectionId: f32;\n#else\nuniform selectionId: f32;\n#endif\n#ifdef STORE_CAMERASPACE_Z\nvarying vViewPosZ: f32;\n#else\nvarying vDepthMetric: f32;\n#endif\n#ifdef ALPHATEST\nvarying vUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUV).a<0.4) {discard;}\n#endif\n#ifdef INSTANCES\nvar id: f32=fragmentInputs.vSelectionId;\n#else\nvar id: f32=uniforms.selectionId;\n#endif\n#ifdef STORE_CAMERASPACE_Z\nfragmentOutputs.color=vec4(id,fragmentInputs.vViewPosZ,0.0,1.0);\n#else\nfragmentOutputs.color=vec4(id,fragmentInputs.vDepthMetric,0.0,1.0);\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const selectionPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
import "./ShadersInclude/bonesDeclaration.js";
|
|
2
|
+
import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
|
|
3
|
+
import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
|
|
4
|
+
import "./ShadersInclude/morphTargetsVertexDeclaration.js";
|
|
5
|
+
import "./ShadersInclude/clipPlaneVertexDeclaration.js";
|
|
6
|
+
import "./ShadersInclude/instancesDeclaration.js";
|
|
7
|
+
import "./ShadersInclude/morphTargetsVertexGlobal.js";
|
|
8
|
+
import "./ShadersInclude/morphTargetsVertex.js";
|
|
9
|
+
import "./ShadersInclude/instancesVertex.js";
|
|
10
|
+
import "./ShadersInclude/bonesVertex.js";
|
|
11
|
+
import "./ShadersInclude/bakedVertexAnimation.js";
|
|
12
|
+
import "./ShadersInclude/clipPlaneVertex.js";
|
|
13
|
+
/** @internal */
|
|
14
|
+
export declare const selectionVertexShaderWGSL: {
|
|
15
|
+
name: string;
|
|
16
|
+
shader: string;
|
|
17
|
+
};
|
|
@@ -0,0 +1,96 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
import "./ShadersInclude/bonesDeclaration.js";
|
|
4
|
+
import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
|
|
5
|
+
import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
|
|
6
|
+
import "./ShadersInclude/morphTargetsVertexDeclaration.js";
|
|
7
|
+
import "./ShadersInclude/clipPlaneVertexDeclaration.js";
|
|
8
|
+
import "./ShadersInclude/instancesDeclaration.js";
|
|
9
|
+
import "./ShadersInclude/morphTargetsVertexGlobal.js";
|
|
10
|
+
import "./ShadersInclude/morphTargetsVertex.js";
|
|
11
|
+
import "./ShadersInclude/instancesVertex.js";
|
|
12
|
+
import "./ShadersInclude/bonesVertex.js";
|
|
13
|
+
import "./ShadersInclude/bakedVertexAnimation.js";
|
|
14
|
+
import "./ShadersInclude/clipPlaneVertex.js";
|
|
15
|
+
const name = "selectionVertexShader";
|
|
16
|
+
const shader = `attribute position: vec3f;
|
|
17
|
+
#ifdef INSTANCES
|
|
18
|
+
attribute instanceSelectionId: f32;
|
|
19
|
+
#endif
|
|
20
|
+
#include<bonesDeclaration>
|
|
21
|
+
#include<bakedVertexAnimationDeclaration>
|
|
22
|
+
#include<morphTargetsVertexGlobalDeclaration>
|
|
23
|
+
#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
|
|
24
|
+
#include<clipPlaneVertexDeclaration>
|
|
25
|
+
#include<instancesDeclaration>
|
|
26
|
+
uniform viewProjection: mat4x4f;
|
|
27
|
+
#ifdef STORE_CAMERASPACE_Z
|
|
28
|
+
uniform view: mat4x4f;
|
|
29
|
+
#else
|
|
30
|
+
uniform depthValues: vec2f;
|
|
31
|
+
#endif
|
|
32
|
+
#ifdef INSTANCES
|
|
33
|
+
flat varying vSelectionId: f32;
|
|
34
|
+
#endif
|
|
35
|
+
#ifdef STORE_CAMERASPACE_Z
|
|
36
|
+
varying vViewPosZ: f32;
|
|
37
|
+
#else
|
|
38
|
+
varying vDepthMetric: f32;
|
|
39
|
+
#endif
|
|
40
|
+
#ifdef ALPHATEST
|
|
41
|
+
varying vUV: vec2f;uniform diffuseMatrix: mat4x4f;
|
|
42
|
+
#ifdef UV1
|
|
43
|
+
attribute uv: vec2f;
|
|
44
|
+
#endif
|
|
45
|
+
#ifdef UV2
|
|
46
|
+
attribute uv2: vec2f;
|
|
47
|
+
#endif
|
|
48
|
+
#endif
|
|
49
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
50
|
+
@vertex
|
|
51
|
+
fn main(input: VertexInputs)->FragmentInputs {
|
|
52
|
+
#define CUSTOM_VERTEX_MAIN_BEGIN
|
|
53
|
+
var positionUpdated: vec3f=vertexInputs.position;
|
|
54
|
+
#ifdef UV1
|
|
55
|
+
var uvUpdated: vec2f=vertexInputs.uv;
|
|
56
|
+
#endif
|
|
57
|
+
#ifdef UV2
|
|
58
|
+
var uv2Updated: vec2f=vertexInputs.uv2;
|
|
59
|
+
#endif
|
|
60
|
+
#include<morphTargetsVertexGlobal>
|
|
61
|
+
#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
|
|
62
|
+
#include<instancesVertex>
|
|
63
|
+
#include<bonesVertex>
|
|
64
|
+
#include<bakedVertexAnimation>
|
|
65
|
+
var worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;
|
|
66
|
+
#ifdef ALPHATEST
|
|
67
|
+
#ifdef UV1
|
|
68
|
+
vertexOutputs.vUV=(uniforms.diffuseMatrix*vec4f(uvUpdated,1.0,0.0)).xy;
|
|
69
|
+
#endif
|
|
70
|
+
#ifdef UV2
|
|
71
|
+
vertexOutputs.vUV=(uniforms.diffuseMatrix*vec4f(uv2Updated,1.0,0.0)).xy;
|
|
72
|
+
#endif
|
|
73
|
+
#endif
|
|
74
|
+
#ifdef STORE_CAMERASPACE_Z
|
|
75
|
+
vertexOutputs.vViewPosZ=(uniforms.view*worldPos).z;
|
|
76
|
+
#else
|
|
77
|
+
#ifdef USE_REVERSE_DEPTHBUFFER
|
|
78
|
+
vertexOutputs.vDepthMetric=((-vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));
|
|
79
|
+
#else
|
|
80
|
+
vertexOutputs.vDepthMetric=((vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));
|
|
81
|
+
#endif
|
|
82
|
+
#endif
|
|
83
|
+
#ifdef INSTANCES
|
|
84
|
+
vertexOutputs.vSelectionId=vertexInputs.instanceSelectionId;
|
|
85
|
+
#endif
|
|
86
|
+
#include<clipPlaneVertex>
|
|
87
|
+
#define CUSTOM_VERTEX_MAIN_END
|
|
88
|
+
}
|
|
89
|
+
`;
|
|
90
|
+
// Sideeffect
|
|
91
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
92
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
93
|
+
}
|
|
94
|
+
/** @internal */
|
|
95
|
+
export const selectionVertexShaderWGSL = { name, shader };
|
|
96
|
+
//# sourceMappingURL=selection.vertex.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"selection.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/selection.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"selectionVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef INSTANCES\nattribute instanceSelectionId: f32;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;\n#ifdef STORE_CAMERASPACE_Z\nuniform view: mat4x4f;\n#else\nuniform depthValues: vec2f;\n#endif\n#ifdef INSTANCES\nflat varying vSelectionId: f32;\n#endif\n#ifdef STORE_CAMERASPACE_Z\nvarying vViewPosZ: f32;\n#else\nvarying vDepthMetric: f32;\n#endif\n#ifdef ALPHATEST\nvarying vUV: vec2f;uniform diffuseMatrix: mat4x4f; \n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vertexInputs.uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;\n#ifdef ALPHATEST\n#ifdef UV1\nvertexOutputs.vUV=(uniforms.diffuseMatrix*vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef UV2\nvertexOutputs.vUV=(uniforms.diffuseMatrix*vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef STORE_CAMERASPACE_Z\nvertexOutputs.vViewPosZ=(uniforms.view*worldPos).z;\n#else\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric=((-vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));\n#else\nvertexOutputs.vDepthMetric=((vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));\n#endif\n#endif\n#ifdef INSTANCES\nvertexOutputs.vSelectionId=vertexInputs.instanceSelectionId;\n#endif\n#include<clipPlaneVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const selectionVertexShaderWGSL = { name, shader };\n"]}
|
|
@@ -0,0 +1,24 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
const name = "selectionOutlinePixelShader";
|
|
4
|
+
const shader = `var maskSamplerSampler: sampler;uniform maskSampler: texture_2d<f32>;var depthSamplerSampler: sampler;uniform depthSampler: texture_2d<f32>;varying vUV: vec2f;uniform screenSize: vec2f;uniform outlineColor: vec3f;uniform outlineThickness: f32;uniform occlusionStrength: f32;uniform occlusionThreshold: f32;
|
|
5
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
6
|
+
@fragment
|
|
7
|
+
fn main(input: FragmentInputs)->FragmentOutputs {
|
|
8
|
+
#define CUSTOM_FRAGMENT_MAIN_BEGIN
|
|
9
|
+
var texelSize: vec2f=1.0/uniforms.screenSize;var sampleOffset: vec2f=texelSize*uniforms.outlineThickness;var centerMask: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV,0.0).rg;var maskX: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,0.0),0.0).rg;var maskY: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(0.0,sampleOffset.y),0.0).rg;var maskXY: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+sampleOffset,0.0).rg;var gradient: vec3f=vec3f(
|
|
10
|
+
centerMask.r-maskX.r,
|
|
11
|
+
centerMask.r-maskY.r,
|
|
12
|
+
centerMask.r-maskXY.r
|
|
13
|
+
);var edgeStrength: f32=length(gradient);var outlineMask: f32=step(0.1,edgeStrength);
|
|
14
|
+
var depthCenter: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV,0.0).r;var depthX: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,0.0),0.0).r;var depthY: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(0.0,sampleOffset.y),0.0).r;var depthXY: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+sampleOffset,0.0).r;var occlusionCenter: f32=step(uniforms.occlusionThreshold,abs(centerMask.g-depthCenter));var occlusionX: f32=step(uniforms.occlusionThreshold,abs(maskX.g-depthX));var occlusionY: f32=step(uniforms.occlusionThreshold,abs(maskY.g-depthY));var occlusionXY: f32=step(uniforms.occlusionThreshold,abs(maskXY.g-depthXY));var occlusionFactor: f32=min(min(occlusionCenter,occlusionX),min(occlusionY,occlusionXY));var finalOutlineMask: f32=outlineMask*(1.0-uniforms.occlusionStrength*occlusionFactor);fragmentOutputs.color=vec4f(uniforms.outlineColor,finalOutlineMask);
|
|
15
|
+
#define CUSTOM_FRAGMENT_MAIN_END
|
|
16
|
+
}
|
|
17
|
+
`;
|
|
18
|
+
// Sideeffect
|
|
19
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
20
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
21
|
+
}
|
|
22
|
+
/** @internal */
|
|
23
|
+
export const selectionOutlinePixelShaderWGSL = { name, shader };
|
|
24
|
+
//# sourceMappingURL=selectionOutline.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"selectionOutline.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/selectionOutline.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;CAad,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"selectionOutlinePixelShader\";\nconst shader = `var maskSamplerSampler: sampler;uniform maskSampler: texture_2d<f32>;var depthSamplerSampler: sampler;uniform depthSampler: texture_2d<f32>;varying vUV: vec2f;uniform screenSize: vec2f;uniform outlineColor: vec3f;uniform outlineThickness: f32;uniform occlusionStrength: f32;uniform occlusionThreshold: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvar texelSize: vec2f=1.0/uniforms.screenSize;var sampleOffset: vec2f=texelSize*uniforms.outlineThickness;var centerMask: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV,0.0).rg;var maskX: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,0.0),0.0).rg;var maskY: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(0.0,sampleOffset.y),0.0).rg;var maskXY: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+sampleOffset,0.0).rg;var gradient: vec3f=vec3f(\ncenterMask.r-maskX.r,\ncenterMask.r-maskY.r,\ncenterMask.r-maskXY.r\n);var edgeStrength: f32=length(gradient);var outlineMask: f32=step(0.1,edgeStrength); \nvar depthCenter: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV,0.0).r;var depthX: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,0.0),0.0).r;var depthY: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(0.0,sampleOffset.y),0.0).r;var depthXY: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+sampleOffset,0.0).r;var occlusionCenter: f32=step(uniforms.occlusionThreshold,abs(centerMask.g-depthCenter));var occlusionX: f32=step(uniforms.occlusionThreshold,abs(maskX.g-depthX));var occlusionY: f32=step(uniforms.occlusionThreshold,abs(maskY.g-depthY));var occlusionXY: f32=step(uniforms.occlusionThreshold,abs(maskXY.g-depthXY));var occlusionFactor: f32=min(min(occlusionCenter,occlusionX),min(occlusionY,occlusionXY));var finalOutlineMask: f32=outlineMask*(1.0-uniforms.occlusionStrength*occlusionFactor);fragmentOutputs.color=vec4f(uniforms.outlineColor,finalOutlineMask);\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const selectionOutlinePixelShaderWGSL = { name, shader };\n"]}
|
package/package.json
CHANGED
package/scene.d.ts
CHANGED
|
@@ -2046,13 +2046,13 @@ export declare class Scene implements IAnimatable, IClipPlanesHolder, IAssetCont
|
|
|
2046
2046
|
*/
|
|
2047
2047
|
getLastTransformNodeById(id: string): Nullable<TransformNode>;
|
|
2048
2048
|
/**
|
|
2049
|
-
* Gets a the last added node (Mesh, Camera, Light) using a given Id
|
|
2049
|
+
* Gets a the last added node (Mesh, Camera, Light, Bone) using a given Id
|
|
2050
2050
|
* @param id defines the Id to search for
|
|
2051
2051
|
* @returns the found node or null if not found at all
|
|
2052
2052
|
*/
|
|
2053
2053
|
getLastEntryById(id: string): Nullable<Node>;
|
|
2054
2054
|
/**
|
|
2055
|
-
* Gets a node (Mesh, Camera, Light) using a given Id
|
|
2055
|
+
* Gets a node (Mesh, Camera, Light, Bone) using a given Id
|
|
2056
2056
|
* @param id defines the Id to search for
|
|
2057
2057
|
* @returns the found node or null if not found at all
|
|
2058
2058
|
*/
|