@onerjs/core 8.41.5 → 8.41.7

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 (579) hide show
  1. package/Animations/animation.d.ts +6 -2
  2. package/Animations/animation.js +28 -4
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/animationGroup.d.ts +2 -1
  5. package/Animations/animationGroup.js +3 -2
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/animatorAvatar.d.ts +161 -0
  8. package/Animations/animatorAvatar.js +573 -0
  9. package/Animations/animatorAvatar.js.map +1 -0
  10. package/Animations/index.d.ts +1 -0
  11. package/Animations/index.js +1 -0
  12. package/Animations/index.js.map +1 -1
  13. package/AudioV2/webAudio/webAudioSoundSource.d.ts +2 -2
  14. package/AudioV2/webAudio/webAudioSoundSource.js +12 -2
  15. package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
  16. package/Bones/index.d.ts +1 -0
  17. package/Bones/index.js +1 -0
  18. package/Bones/index.js.map +1 -1
  19. package/Bones/skeleton.d.ts +13 -0
  20. package/Bones/skeleton.functions.d.ts +26 -0
  21. package/Bones/skeleton.functions.js +91 -0
  22. package/Bones/skeleton.functions.js.map +1 -0
  23. package/Bones/skeleton.js +26 -0
  24. package/Bones/skeleton.js.map +1 -1
  25. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +16 -0
  26. package/Cameras/Inputs/geospatialCameraPointersInput.js +19 -3
  27. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  28. package/Cameras/Limits/geospatialLimits.d.ts +0 -6
  29. package/Cameras/Limits/geospatialLimits.js +0 -6
  30. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  31. package/Cameras/geospatialCamera.d.ts +5 -0
  32. package/Cameras/geospatialCamera.js +54 -25
  33. package/Cameras/geospatialCamera.js.map +1 -1
  34. package/Cameras/geospatialCameraMovement.d.ts +8 -1
  35. package/Cameras/geospatialCameraMovement.js +29 -8
  36. package/Cameras/geospatialCameraMovement.js.map +1 -1
  37. package/Collisions/gpuPicker.d.ts +11 -0
  38. package/Collisions/gpuPicker.js +148 -19
  39. package/Collisions/gpuPicker.js.map +1 -1
  40. package/Debug/skeletonViewer.d.ts +4 -8
  41. package/Debug/skeletonViewer.js +13 -22
  42. package/Debug/skeletonViewer.js.map +1 -1
  43. package/Engines/Extensions/engine.multiview.d.ts +2 -0
  44. package/Engines/Extensions/engine.multiview.js +7 -3
  45. package/Engines/Extensions/engine.multiview.js.map +1 -1
  46. package/Engines/abstractEngine.d.ts +2 -2
  47. package/Engines/abstractEngine.js +2 -2
  48. package/Engines/abstractEngine.js.map +1 -1
  49. package/Engines/constants.d.ts +4 -0
  50. package/Engines/constants.js +4 -0
  51. package/Engines/constants.js.map +1 -1
  52. package/Engines/webgpuEngine.d.ts +1 -4
  53. package/Engines/webgpuEngine.js +8 -6
  54. package/Engines/webgpuEngine.js.map +1 -1
  55. package/FrameGraph/frameGraphContext.js +1 -1
  56. package/FrameGraph/frameGraphContext.js.map +1 -1
  57. package/FrameGraph/frameGraphRenderContext.js +2 -2
  58. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  59. package/Instrumentation/engineInstrumentation.js +2 -1
  60. package/Instrumentation/engineInstrumentation.js.map +1 -1
  61. package/Layers/effectLayer.js +1 -3
  62. package/Layers/effectLayer.js.map +1 -1
  63. package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
  64. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  65. package/Lights/Shadows/shadowGenerator.js +3 -4
  66. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  67. package/Lights/lightingVolume.js +1 -1
  68. package/Lights/lightingVolume.js.map +1 -1
  69. package/Materials/Background/backgroundMaterial.js +37 -2
  70. package/Materials/Background/backgroundMaterial.js.map +1 -1
  71. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.d.ts +109 -0
  72. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +210 -0
  73. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -0
  74. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +1 -0
  75. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +71 -15
  76. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  77. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +86 -0
  78. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +161 -0
  79. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -0
  80. package/Materials/GreasedLine/greasedLinePluginMaterial.js +0 -6
  81. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  82. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +0 -1
  83. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
  84. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +0 -1
  85. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
  86. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +14 -0
  87. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +14 -0
  88. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  89. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +20 -1
  90. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +20 -1
  91. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  92. package/Materials/Node/Blocks/Dual/depthSourceBlock.d.ts +13 -0
  93. package/Materials/Node/Blocks/Dual/depthSourceBlock.js +13 -0
  94. package/Materials/Node/Blocks/Dual/depthSourceBlock.js.map +1 -1
  95. package/Materials/Node/Blocks/Dual/fogBlock.d.ts +21 -0
  96. package/Materials/Node/Blocks/Dual/fogBlock.js +21 -0
  97. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  98. package/Materials/Node/Blocks/Dual/imageSourceBlock.d.ts +21 -0
  99. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +21 -0
  100. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  101. package/Materials/Node/Blocks/Dual/lightBlock.d.ts +38 -0
  102. package/Materials/Node/Blocks/Dual/lightBlock.js +38 -0
  103. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  104. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +29 -0
  105. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +29 -0
  106. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  107. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.d.ts +5 -0
  108. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +5 -0
  109. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  110. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +16 -0
  111. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +16 -0
  112. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  113. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +16 -0
  114. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +16 -0
  115. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
  116. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +34 -0
  117. package/Materials/Node/Blocks/Dual/textureBlock.js +34 -0
  118. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  119. package/Materials/Node/Blocks/Fragment/TBNBlock.d.ts +17 -0
  120. package/Materials/Node/Blocks/Fragment/TBNBlock.js +17 -2
  121. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  122. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.d.ts +7 -0
  123. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js +7 -0
  124. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js.map +1 -1
  125. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +21 -0
  126. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +21 -0
  127. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  128. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.d.ts +10 -0
  129. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +10 -0
  130. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  131. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +28 -0
  132. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +28 -0
  133. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  134. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +30 -0
  135. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +30 -1
  136. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  137. package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +4 -0
  138. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +4 -0
  139. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  140. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.d.ts +5 -0
  141. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -0
  142. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/Fragment/twirlBlock.d.ts +3 -0
  144. package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -0
  145. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  146. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.d.ts +6 -0
  147. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +6 -0
  148. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
  149. package/Materials/Node/Blocks/Input/inputBlock.d.ts +16 -0
  150. package/Materials/Node/Blocks/Input/inputBlock.js +16 -1
  151. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  152. package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +5 -0
  153. package/Materials/Node/Blocks/Input/prePassTextureBlock.js +5 -0
  154. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  155. package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +10 -0
  156. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +10 -1
  157. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  158. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +23 -0
  159. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +23 -1
  160. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/PBR/iridescenceBlock.d.ts +17 -0
  162. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +17 -0
  163. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  164. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +41 -0
  165. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +41 -0
  166. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +21 -0
  168. package/Materials/Node/Blocks/PBR/reflectionBlock.js +21 -0
  169. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/PBR/refractionBlock.d.ts +29 -0
  171. package/Materials/Node/Blocks/PBR/refractionBlock.js +29 -0
  172. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/PBR/sheenBlock.d.ts +14 -0
  174. package/Materials/Node/Blocks/PBR/sheenBlock.js +14 -0
  175. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  176. package/Materials/Node/Blocks/PBR/subSurfaceBlock.d.ts +7 -0
  177. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +7 -0
  178. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/Particle/particleTextureBlock.d.ts +23 -0
  180. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +23 -0
  181. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  182. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +6 -0
  183. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +6 -0
  184. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  185. package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +17 -0
  186. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +17 -0
  187. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  188. package/Materials/Node/Blocks/Vertex/bonesBlock.d.ts +22 -0
  189. package/Materials/Node/Blocks/Vertex/bonesBlock.js +22 -0
  190. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +13 -0
  192. package/Materials/Node/Blocks/Vertex/instancesBlock.js +13 -0
  193. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +20 -0
  195. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +20 -0
  196. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  197. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +27 -0
  198. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +27 -0
  199. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/clampBlock.d.ts +10 -0
  201. package/Materials/Node/Blocks/clampBlock.js +10 -0
  202. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  203. package/Materials/Node/Blocks/cloudBlock.d.ts +10 -0
  204. package/Materials/Node/Blocks/cloudBlock.js +10 -0
  205. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/colorMergerBlock.d.ts +10 -0
  207. package/Materials/Node/Blocks/colorMergerBlock.js +10 -0
  208. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  209. package/Materials/Node/Blocks/conditionalBlock.d.ts +14 -0
  210. package/Materials/Node/Blocks/conditionalBlock.js +14 -0
  211. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/curveBlock.d.ts +10 -0
  213. package/Materials/Node/Blocks/curveBlock.js +10 -0
  214. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  215. package/Materials/Node/Blocks/customBlock.d.ts +10 -0
  216. package/Materials/Node/Blocks/customBlock.js +10 -0
  217. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  218. package/Materials/Node/Blocks/debugBlock.d.ts +10 -0
  219. package/Materials/Node/Blocks/debugBlock.js +10 -0
  220. package/Materials/Node/Blocks/debugBlock.js.map +1 -1
  221. package/Materials/Node/Blocks/fresnelBlock.d.ts +4 -0
  222. package/Materials/Node/Blocks/fresnelBlock.js +4 -0
  223. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  224. package/Materials/Node/Blocks/gradientBlock.d.ts +10 -0
  225. package/Materials/Node/Blocks/gradientBlock.js +10 -0
  226. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  227. package/Materials/Node/Blocks/loopBlock.d.ts +10 -0
  228. package/Materials/Node/Blocks/loopBlock.js +10 -0
  229. package/Materials/Node/Blocks/loopBlock.js.map +1 -1
  230. package/Materials/Node/Blocks/matrixBuilderBlock.d.ts +1 -0
  231. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -0
  232. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  233. package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +10 -0
  234. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +10 -0
  235. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  236. package/Materials/Node/Blocks/pannerBlock.d.ts +5 -0
  237. package/Materials/Node/Blocks/pannerBlock.js +5 -0
  238. package/Materials/Node/Blocks/pannerBlock.js.map +1 -1
  239. package/Materials/Node/Blocks/remapBlock.d.ts +10 -0
  240. package/Materials/Node/Blocks/remapBlock.js +10 -0
  241. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  242. package/Materials/Node/Blocks/rotate2dBlock.d.ts +1 -0
  243. package/Materials/Node/Blocks/rotate2dBlock.js +1 -0
  244. package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
  245. package/Materials/Node/Blocks/transformBlock.d.ts +10 -0
  246. package/Materials/Node/Blocks/transformBlock.js +10 -0
  247. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  248. package/Materials/Node/Blocks/triPlanarBlock.d.ts +22 -0
  249. package/Materials/Node/Blocks/triPlanarBlock.js +22 -0
  250. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/trigonometryBlock.d.ts +10 -0
  252. package/Materials/Node/Blocks/trigonometryBlock.js +10 -0
  253. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  254. package/Materials/Node/Blocks/vectorMergerBlock.d.ts +10 -0
  255. package/Materials/Node/Blocks/vectorMergerBlock.js +10 -0
  256. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/viewDirectionBlock.d.ts +5 -0
  258. package/Materials/Node/Blocks/viewDirectionBlock.js +5 -0
  259. package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
  260. package/Materials/Node/Blocks/waveBlock.d.ts +10 -0
  261. package/Materials/Node/Blocks/waveBlock.js +10 -0
  262. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +1 -0
  264. package/Materials/Node/Blocks/worleyNoise3DBlock.js +1 -0
  265. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  266. package/Materials/Node/nodeMaterial.d.ts +13 -0
  267. package/Materials/Node/nodeMaterial.js +14 -2
  268. package/Materials/Node/nodeMaterial.js.map +1 -1
  269. package/Materials/Node/nodeMaterialBlock.d.ts +0 -3
  270. package/Materials/Node/nodeMaterialBlock.js +1 -6
  271. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  272. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -2
  273. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  274. package/Materials/Textures/Procedurals/proceduralTexture.js +1 -1
  275. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  276. package/Materials/Textures/mirrorTexture.js +1 -1
  277. package/Materials/Textures/mirrorTexture.js.map +1 -1
  278. package/Materials/index.d.ts +2 -0
  279. package/Materials/index.js +2 -0
  280. package/Materials/index.js.map +1 -1
  281. package/Maths/math.constants.d.ts +2 -1
  282. package/Maths/math.constants.js +3 -2
  283. package/Maths/math.constants.js.map +1 -1
  284. package/Meshes/Builders/capsuleBuilder.js +0 -3
  285. package/Meshes/Builders/capsuleBuilder.js.map +1 -1
  286. package/Meshes/Builders/cylinderBuilder.d.ts +1 -1
  287. package/Meshes/Builders/cylinderBuilder.js +1 -2
  288. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  289. package/Meshes/Builders/decalBuilder.js +2 -0
  290. package/Meshes/Builders/decalBuilder.js.map +1 -1
  291. package/Meshes/Builders/discBuilder.js +0 -1
  292. package/Meshes/Builders/discBuilder.js.map +1 -1
  293. package/Meshes/Builders/groundBuilder.d.ts +50 -54
  294. package/Meshes/Builders/groundBuilder.js +50 -54
  295. package/Meshes/Builders/groundBuilder.js.map +1 -1
  296. package/Meshes/Builders/tiledBoxBuilder.d.ts +0 -26
  297. package/Meshes/Builders/tiledBoxBuilder.js +0 -26
  298. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  299. package/Meshes/Builders/tiledPlaneBuilder.d.ts +0 -25
  300. package/Meshes/Builders/tiledPlaneBuilder.js +0 -25
  301. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  302. package/Meshes/Builders/torusBuilder.d.ts +0 -13
  303. package/Meshes/Builders/torusBuilder.js +0 -13
  304. package/Meshes/Builders/torusBuilder.js.map +1 -1
  305. package/Meshes/Builders/torusKnotBuilder.d.ts +0 -19
  306. package/Meshes/Builders/torusKnotBuilder.js +0 -19
  307. package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
  308. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  309. package/Meshes/Compression/dracoDecoder.js.map +1 -1
  310. package/Meshes/Compression/dracoDecoder.types.d.ts +11 -0
  311. package/Meshes/Compression/dracoDecoder.types.js.map +1 -1
  312. package/Meshes/Compression/dracoEncoder.js.map +1 -1
  313. package/Meshes/Compression/meshoptCompression.js +0 -2
  314. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  315. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +17 -1
  316. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  317. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +0 -8
  318. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  319. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.d.ts +1 -0
  320. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js +1 -0
  321. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
  322. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +1 -0
  323. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -0
  324. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  325. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +1 -0
  326. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +1 -0
  327. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  328. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +1 -0
  329. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -0
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  554. package/Physics/v2/Plugins/havokPlugin.d.ts +89 -3
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  577. package/scene.d.ts +22 -4
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@@ -169,7 +169,7 @@ export class LightingVolume {
169
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  if (this._engine.isWebGPU) {
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  this._uBuffer.updateMatrix("invViewProjMatrix", this._shadowGenerator.getTransformMatrix().invertToRef(TmpVectors.Matrix[0]));
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  if (this._engine._enableGPUDebugMarkers) {
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- this._engine.restoreDefaultFramebuffer();
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+ this._engine.restoreDefaultFramebuffer(true);
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  this._engine._debugPushGroup?.(`Update lighting volume (${this._name})`);
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  }
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  if (this._needUpdateGeometry()) {
@@ -1 +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 this._setComputeShaderInputs();\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 if (this._engine._enableGPUDebugMarkers) {\r\n this._engine.restoreDefaultFramebuffer();\r\n this._engine._debugPushGroup?.(`Update lighting volume (${this._name})`);\r\n }\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`);\r\n this._cs2!.dispatch(dispatchSize, 1, 1);\r\n this._engine._debugPopGroup?.();\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`);\r\n this._cs!.dispatch(dispatchSize, dispatchSize, 1);\r\n this._engine._debugPopGroup?.();\r\n\r\n if (this._engine._enableGPUDebugMarkers) {\r\n this._engine._debugPopGroup?.();\r\n }\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 this._setComputeShaderInputs();\r\n }\r\n\r\n private _setComputeShaderInputs() {\r\n if (!this._engine.isWebGPU) {\r\n return;\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._setComputeShaderInputs();\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"]}
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 this._setComputeShaderInputs();\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 if (this._engine._enableGPUDebugMarkers) {\r\n this._engine.restoreDefaultFramebuffer(true);\r\n this._engine._debugPushGroup?.(`Update lighting volume (${this._name})`);\r\n }\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`);\r\n this._cs2!.dispatch(dispatchSize, 1, 1);\r\n this._engine._debugPopGroup?.();\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`);\r\n this._cs!.dispatch(dispatchSize, dispatchSize, 1);\r\n this._engine._debugPopGroup?.();\r\n\r\n if (this._engine._enableGPUDebugMarkers) {\r\n this._engine._debugPopGroup?.();\r\n }\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 this._setComputeShaderInputs();\r\n }\r\n\r\n private _setComputeShaderInputs() {\r\n if (!this._engine.isWebGPU) {\r\n return;\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._setComputeShaderInputs();\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"]}
@@ -96,44 +96,79 @@ class BackgroundMaterialDefines extends ImageProcessingDefinesMixin(BackgroundMa
96
96
  * True if ground projection has been enabled.
97
97
  */
98
98
  this.PROJECTED_GROUND = false;
99
- // Reflection.
99
+ /** Defines whether reflection is enabled */
100
100
  this.REFLECTION = false;
101
+ /** Defines whether the reflection map is 3D */
101
102
  this.REFLECTIONMAP_3D = false;
103
+ /** Defines whether the reflection map is spherical */
102
104
  this.REFLECTIONMAP_SPHERICAL = false;
105
+ /** Defines whether the reflection map is planar */
103
106
  this.REFLECTIONMAP_PLANAR = false;
107
+ /** Defines whether the reflection map is cubic */
104
108
  this.REFLECTIONMAP_CUBIC = false;
109
+ /** Defines whether the reflection map is in projection mode */
105
110
  this.REFLECTIONMAP_PROJECTION = false;
111
+ /** Defines whether the reflection map is a skybox */
106
112
  this.REFLECTIONMAP_SKYBOX = false;
113
+ /** Defines whether the reflection map is explicit */
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114
  this.REFLECTIONMAP_EXPLICIT = false;
115
+ /** Defines whether the reflection map is equirectangular */
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116
  this.REFLECTIONMAP_EQUIRECTANGULAR = false;
117
+ /** Defines whether the reflection map is fixed equirectangular */
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  this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
119
+ /** Defines whether the reflection map is mirrored fixed equirectangular */
110
120
  this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
121
+ /** Defines whether the cubic map should be inverted */
111
122
  this.INVERTCUBICMAP = false;
123
+ /** Defines whether the reflection map uses opposite Z */
112
124
  this.REFLECTIONMAP_OPPOSITEZ = false;
125
+ /** Defines whether LOD is stored in the reflection alpha channel */
113
126
  this.LODINREFLECTIONALPHA = false;
127
+ /** Defines whether the reflection uses gamma space */
114
128
  this.GAMMAREFLECTION = false;
129
+ /** Defines whether the reflection is in RGBD format */
115
130
  this.RGBDREFLECTION = false;
131
+ /** Defines whether the equirectangular reflection uses a custom field of view */
116
132
  this.EQUIRECTANGULAR_RELFECTION_FOV = false;
117
- // Default BJS.
133
+ /** Defines whether main UV1 channel is used */
118
134
  this.MAINUV1 = false;
135
+ /** Defines whether main UV2 channel is used */
119
136
  this.MAINUV2 = false;
137
+ /** Defines whether UV1 is used */
120
138
  this.UV1 = false;
139
+ /** Defines whether UV2 is used */
121
140
  this.UV2 = false;
141
+ /** Defines whether clip plane 1 is enabled */
122
142
  this.CLIPPLANE = false;
143
+ /** Defines whether clip plane 2 is enabled */
123
144
  this.CLIPPLANE2 = false;
145
+ /** Defines whether clip plane 3 is enabled */
124
146
  this.CLIPPLANE3 = false;
147
+ /** Defines whether clip plane 4 is enabled */
125
148
  this.CLIPPLANE4 = false;
149
+ /** Defines whether clip plane 5 is enabled */
126
150
  this.CLIPPLANE5 = false;
151
+ /** Defines whether clip plane 6 is enabled */
127
152
  this.CLIPPLANE6 = false;
153
+ /** Defines whether point size is used */
128
154
  this.POINTSIZE = false;
155
+ /** Defines whether fog is enabled */
129
156
  this.FOG = false;
157
+ /** Defines whether normals are available */
130
158
  this.NORMAL = false;
159
+ /** Defines the number of bone influencers */
131
160
  this.NUM_BONE_INFLUENCERS = 0;
161
+ /** Defines the number of bones per mesh */
132
162
  this.BonesPerMesh = 0;
163
+ /** Defines whether instances are used */
133
164
  this.INSTANCES = false;
165
+ /** Defines whether shadow uses float textures */
134
166
  this.SHADOWFLOAT = false;
167
+ /** Defines whether logarithmic depth is enabled */
135
168
  this.LOGARITHMICDEPTH = false;
169
+ /** Defines whether non-uniform scaling is applied */
136
170
  this.NONUNIFORMSCALING = false;
171
+ /** Defines whether alpha testing is enabled */
137
172
  this.ALPHATEST = false;
138
173
  this.rebuild();
139
174
  }