@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
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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinDepthPeelingRenderer {\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _depthMrts: MultiRenderTarget[] = [];\r\n protected _thinTextures: ThinTexture[] = [];\r\n protected _colorMrts: MultiRenderTarget[] = [];\r\n protected _blendBackMrt: MultiRenderTarget;\r\n\r\n protected _blendBackEffectWrapper: EffectWrapper;\r\n protected _blendBackEffectWrapperPingPong: EffectWrapper;\r\n protected _finalEffectWrapper: EffectWrapper;\r\n protected _effectRenderer: EffectRenderer;\r\n\r\n protected _currentPingPongState: number = 0;\r\n\r\n protected _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n protected _layoutCache: number[][] = [];\r\n protected _renderPassIds: number[];\r\n protected _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n protected _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n protected _excludedMeshes: number[] = [];\r\n\r\n protected static _DEPTH_CLEAR_VALUE = -99999.0;\r\n protected static _MIN_DEPTH = 0;\r\n protected static _MAX_DEPTH = 1;\r\n\r\n protected _colorCache = [\r\n new Color4(ThinDepthPeelingRenderer._DEPTH_CLEAR_VALUE, ThinDepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-ThinDepthPeelingRenderer._MIN_DEPTH, ThinDepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n protected _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n protected _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /** Shader language used by the renderer */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _blendOutput: Nullable<RenderTargetWrapper>;\r\n /**\r\n * Sets the render target wrapper we will blend the transparent objects onto\r\n */\r\n public get blendOutput(): Nullable<RenderTargetWrapper> {\r\n return this._blendOutput;\r\n }\r\n\r\n public set blendOutput(blendOutput: Nullable<RenderTargetWrapper>) {\r\n this._blendOutput = blendOutput;\r\n this._disposeTextures();\r\n if (blendOutput) {\r\n this._createTextures();\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n this._createEffects(\"oitFinalSimpleBlend\", [\"uFrontColor\"]);\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n protected _getTextureSize(): { width: number; height: number } {\r\n if (this._blendOutput) {\r\n return {\r\n width: this._blendOutput.width,\r\n height: this._blendOutput.height,\r\n };\r\n }\r\n return { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() };\r\n }\r\n\r\n protected _createTextures() {\r\n const size = this._getTextureSize();\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [\r\n new MultiRenderTarget(\"depthPeelingDepth0MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth0MRT_depth\",\r\n \"depthPeelingDepth0MRT_frontColor\",\r\n \"depthPeelingDepth0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingDepth1MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth1MRT_depth\",\r\n \"depthPeelingDepth1MRT_frontColor\",\r\n \"depthPeelingDepth1MRT_backColor\",\r\n ]),\r\n ];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor0MRT_frontColor\",\r\n \"depthPeelingColor0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingColor1MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor1MRT_frontColor\",\r\n \"depthPeelingColor1MRT_backColor\",\r\n ]),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBackMRT\", size, 1, this._scene, { generateDepthBuffer: false }, [\"depthPeelingBackMRT_blendBack\"]);\r\n if (this._blendOutput) {\r\n this._blendBackMrt.setInternalTexture(this._blendOutput.texture!, 0);\r\n }\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n\r\n if (this._blendOutput) {\r\n this._blendOutput.shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n }\r\n\r\n protected _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._depthMrts.length; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n protected _createEffects(finalEffectFragmentShaderName: string, finalEffectSamplerNames: string[]) {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: finalEffectFragmentShaderName,\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: finalEffectSamplerNames,\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitFinalSimpleBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitFinalSimpleBlend.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param _prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(_prePassRenderer: PrePassRenderer) {}\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n protected _finalCompose(writeId: number) {\r\n this._engine.bindFramebuffer(this._blendOutput!);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_PREMULTIPLIED);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper.drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Checks if the depth peeling renderer is ready to render transparent meshes\r\n * @returns true if the depth peeling renderer is ready to render the transparent meshes\r\n */\r\n public isReady() {\r\n return this._blendBackEffectWrapper.effect.isReady() && this._blendBackEffectWrapperPingPong.effect.isReady() && this._finalEffectWrapper.effect.isReady();\r\n }\r\n\r\n protected _beforeRender() {}\r\n\r\n protected _afterRender() {}\r\n\r\n protected _noTransparentMeshes() {}\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (!this.isReady()) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);\r\n\r\n if (\r\n material &&\r\n (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._noTransparentMeshes();\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n this._beforeRender();\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper.drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n this._afterRender();\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
1
+ 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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinDepthPeelingRenderer {\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _depthMrts: MultiRenderTarget[] = [];\r\n protected _thinTextures: ThinTexture[] = [];\r\n protected _colorMrts: MultiRenderTarget[] = [];\r\n protected _blendBackMrt: MultiRenderTarget;\r\n\r\n protected _blendBackEffectWrapper: EffectWrapper;\r\n protected _blendBackEffectWrapperPingPong: EffectWrapper;\r\n protected _finalEffectWrapper: EffectWrapper;\r\n protected _effectRenderer: EffectRenderer;\r\n\r\n protected _currentPingPongState: number = 0;\r\n\r\n protected _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n protected _layoutCache: number[][] = [];\r\n protected _renderPassIds: number[];\r\n protected _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n protected _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n protected _excludedMeshes: number[] = [];\r\n\r\n protected static _DEPTH_CLEAR_VALUE = -99999.0;\r\n protected static _MIN_DEPTH = 0;\r\n protected static _MAX_DEPTH = 1;\r\n\r\n protected _colorCache = [\r\n new Color4(ThinDepthPeelingRenderer._DEPTH_CLEAR_VALUE, ThinDepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-ThinDepthPeelingRenderer._MIN_DEPTH, ThinDepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n protected _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n protected _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /** Shader language used by the renderer */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _blendOutput: Nullable<RenderTargetWrapper>;\r\n /**\r\n * Sets the render target wrapper we will blend the transparent objects onto\r\n */\r\n public get blendOutput(): Nullable<RenderTargetWrapper> {\r\n return this._blendOutput;\r\n }\r\n\r\n public set blendOutput(blendOutput: Nullable<RenderTargetWrapper>) {\r\n this._blendOutput = blendOutput;\r\n this._disposeTextures();\r\n if (blendOutput) {\r\n this._createTextures();\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n this._createEffects(\"oitFinalSimpleBlend\", [\"uFrontColor\"]);\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n protected _getTextureSize(): { width: number; height: number } {\r\n if (this._blendOutput) {\r\n return {\r\n width: this._blendOutput.width,\r\n height: this._blendOutput.height,\r\n };\r\n }\r\n return { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() };\r\n }\r\n\r\n // TODO : support multiview for WebXR stereo rendering.\r\n // Currently, the MRTs created here are mono (2D textures), so depth peeling only produces correct\r\n // order-independent transparency for one view. In XR with OVR_multiview2, transparent objects that\r\n // partially overlap other transparent objects may render incorrectly in one or both eyes — fragments\r\n // behind a transparent surface can disappear or flicker depending on camera angle.\r\n // To fix this, the MultiRenderTargets should use 2-layer texture arrays when the active XR session\r\n // uses multiview, and the peeling shaders (oitBackBlend, oitFinal) should be updated to read/write\r\n // via gl_ViewID_OVR so both eyes are peeled in a single pass.\r\n protected _createTextures() {\r\n const size = this._getTextureSize();\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [\r\n new MultiRenderTarget(\"depthPeelingDepth0MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth0MRT_depth\",\r\n \"depthPeelingDepth0MRT_frontColor\",\r\n \"depthPeelingDepth0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingDepth1MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth1MRT_depth\",\r\n \"depthPeelingDepth1MRT_frontColor\",\r\n \"depthPeelingDepth1MRT_backColor\",\r\n ]),\r\n ];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor0MRT_frontColor\",\r\n \"depthPeelingColor0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingColor1MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor1MRT_frontColor\",\r\n \"depthPeelingColor1MRT_backColor\",\r\n ]),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBackMRT\", size, 1, this._scene, { generateDepthBuffer: false }, [\"depthPeelingBackMRT_blendBack\"]);\r\n if (this._blendOutput) {\r\n this._blendBackMrt.setInternalTexture(this._blendOutput.texture!, 0);\r\n }\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n\r\n if (this._blendOutput) {\r\n this._blendOutput.shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n }\r\n\r\n protected _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._depthMrts.length; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n protected _createEffects(finalEffectFragmentShaderName: string, finalEffectSamplerNames: string[]) {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: finalEffectFragmentShaderName,\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: finalEffectSamplerNames,\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitFinalSimpleBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitFinalSimpleBlend.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param _prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(_prePassRenderer: PrePassRenderer) {}\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n protected _finalCompose(writeId: number) {\r\n this._engine.bindFramebuffer(this._blendOutput!);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_PREMULTIPLIED);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper.drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Checks if the depth peeling renderer is ready to render transparent meshes\r\n * @returns true if the depth peeling renderer is ready to render the transparent meshes\r\n */\r\n public isReady() {\r\n return this._blendBackEffectWrapper.effect.isReady() && this._blendBackEffectWrapperPingPong.effect.isReady() && this._finalEffectWrapper.effect.isReady();\r\n }\r\n\r\n protected _beforeRender() {}\r\n\r\n protected _afterRender() {}\r\n\r\n protected _noTransparentMeshes() {}\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (!this.isReady()) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);\r\n\r\n if (\r\n material &&\r\n (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._noTransparentMeshes();\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n this._beforeRender();\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper.drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n this._afterRender();\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
@@ -10,10 +10,16 @@ const shader = `#include<clipPlaneFragmentDeclaration>
10
10
  #include<logDepthDeclaration>
11
11
  #include<fogFragmentDeclaration>
12
12
  varying vec4 vColor;varying vec2 vPosition;
13
+ #define CUSTOM_FRAGMENT_DEFINITIONS
13
14
  #include<gaussianSplattingFragmentDeclaration>
14
- void main () {
15
+ void main () {
16
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
15
17
  #include<clipPlaneFragment>
16
- gl_FragColor=gaussianColor(vColor);}
18
+ vec4 finalColor=gaussianColor(vColor);
19
+ #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
20
+ gl_FragColor=finalColor;
21
+ #define CUSTOM_FRAGMENT_MAIN_END
22
+ }
17
23
  `;
18
24
  // Sideeffect
19
25
  if (!ShaderStore.ShadersStore[name]) {
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplatting.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,uDAAuD,CAAC;AAC/D,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;CAQd,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,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"gaussianSplattingPixelShader\";\nconst shader = `#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nvarying vec4 vColor;varying vec2 vPosition;\n#include<gaussianSplattingFragmentDeclaration>\nvoid main () { \n#include<clipPlaneFragment>\ngl_FragColor=gaussianColor(vColor);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplatting.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,uDAAuD,CAAC;AAC/D,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,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,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"gaussianSplattingPixelShader\";\nconst shader = `#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nvarying vec4 vColor;varying vec2 vPosition;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<gaussianSplattingFragmentDeclaration>\nvoid main () {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec4 finalColor=gaussianColor(vColor);\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\ngl_FragColor=finalColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingPixelShader = { name, shader };\n"]}
@@ -37,8 +37,11 @@ uniform highp usampler2D shTexture2;
37
37
  uniform sampler2D partIndicesTexture;
38
38
  #endif
39
39
  varying vec4 vColor;varying vec2 vPosition;
40
+ #define CUSTOM_VERTEX_DEFINITIONS
40
41
  #include<gaussianSplatting>
41
- void main () {float splatIndex=getSplatIndex(int(position.z+0.5));Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);
42
+ void main () {
43
+ #define CUSTOM_VERTEX_MAIN_BEGIN
44
+ float splatIndex=getSplatIndex(int(position.z+0.5));Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);
42
45
  #if IS_COMPOUND
43
46
  mat4 splatWorld=getPartWorld(splat.partIndex);
44
47
  #else
@@ -52,10 +55,13 @@ vColor.w*=alpha;
52
55
  #if IS_COMPOUND
53
56
  vColor.w*=partVisibility[splat.partIndex];
54
57
  #endif
55
- gl_Position=gaussianSplatting(position.xy,worldPos.xyz,vec2(1.,1.),covA,covB,splatWorld,view,projection);
58
+ vec2 scale=vec2(1.,1.);
59
+ #define CUSTOM_VERTEX_UPDATE
60
+ gl_Position=gaussianSplatting(position.xy,worldPos.xyz,scale,covA,covB,splatWorld,view,projection);
56
61
  #include<clipPlaneVertex>
57
62
  #include<fogVertex>
58
63
  #include<logDepthVertex>
64
+ #define CUSTOM_VERTEX_MAIN_END
59
65
  }
60
66
  `;
61
67
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Cd,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,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/gaussianSplattingVertexDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<__decl__gaussianSplattingVertex>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\nuniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform float kernelSize;uniform vec3 eyePosition;uniform float alpha;\n#if IS_COMPOUND\nuniform mat4 partWorld[MAX_PART_COUNT];uniform float partVisibility[MAX_PART_COUNT];\n#endif\nuniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;\n#if SH_DEGREE>0\nuniform highp usampler2D shTexture0;\n#endif\n#if SH_DEGREE>1\nuniform highp usampler2D shTexture1;\n#endif\n#if SH_DEGREE>2\nuniform highp usampler2D shTexture2;\n#endif\n#if IS_COMPOUND\nuniform sampler2D partIndicesTexture;\n#endif\nvarying vec4 vColor;varying vec2 vPosition;\n#include<gaussianSplatting>\nvoid main () {float splatIndex=getSplatIndex(int(position.z+0.5));Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);\n#if IS_COMPOUND\nmat4 splatWorld=getPartWorld(splat.partIndex);\n#else\nmat4 splatWorld=world;\n#endif\nvec4 worldPos=splatWorld*vec4(splat.center.xyz,1.0);vColor=splat.color;vPosition=position.xy;\n#if SH_DEGREE>0\nmat3 worldRot=mat3(splatWorld);mat3 normWorldRot=inverseMat3(worldRot);vec3 eyeToSplatLocalSpace=normalize(normWorldRot*(worldPos.xyz-eyePosition));vColor.xyz=splat.color.xyz+computeSH(splat,eyeToSplatLocalSpace);\n#endif\nvColor.w*=alpha;\n#if IS_COMPOUND\nvColor.w*=partVisibility[splat.partIndex];\n#endif\ngl_Position=gaussianSplatting(position.xy,worldPos.xyz,vec2(1.,1.),covA,covB,splatWorld,view,projection);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDd,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,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/gaussianSplattingVertexDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<__decl__gaussianSplattingVertex>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\nuniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform float kernelSize;uniform vec3 eyePosition;uniform float alpha;\n#if IS_COMPOUND\nuniform mat4 partWorld[MAX_PART_COUNT];uniform float partVisibility[MAX_PART_COUNT];\n#endif\nuniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;\n#if SH_DEGREE>0\nuniform highp usampler2D shTexture0;\n#endif\n#if SH_DEGREE>1\nuniform highp usampler2D shTexture1;\n#endif\n#if SH_DEGREE>2\nuniform highp usampler2D shTexture2;\n#endif\n#if IS_COMPOUND\nuniform sampler2D partIndicesTexture;\n#endif\nvarying vec4 vColor;varying vec2 vPosition;\n#define CUSTOM_VERTEX_DEFINITIONS\n#include<gaussianSplatting>\nvoid main () {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nfloat splatIndex=getSplatIndex(int(position.z+0.5));Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);\n#if IS_COMPOUND\nmat4 splatWorld=getPartWorld(splat.partIndex);\n#else\nmat4 splatWorld=world;\n#endif\nvec4 worldPos=splatWorld*vec4(splat.center.xyz,1.0);vColor=splat.color;vPosition=position.xy;\n#if SH_DEGREE>0\nmat3 worldRot=mat3(splatWorld);mat3 normWorldRot=inverseMat3(worldRot);vec3 eyeToSplatLocalSpace=normalize(normWorldRot*(worldPos.xyz-eyePosition));vColor.xyz=splat.color.xyz+computeSH(splat,eyeToSplatLocalSpace);\n#endif\nvColor.w*=alpha;\n#if IS_COMPOUND\nvColor.w*=partVisibility[splat.partIndex];\n#endif\nvec2 scale=vec2(1.,1.);\n#define CUSTOM_VERTEX_UPDATE\ngl_Position=gaussianSplatting(position.xy,worldPos.xyz,scale,covA,covB,splatWorld,view,projection);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexShader = { name, shader };\n"]}
@@ -10,11 +10,17 @@ const shader = `#include<clipPlaneFragmentDeclaration>
10
10
  #include<logDepthDeclaration>
11
11
  #include<fogFragmentDeclaration>
12
12
  varying vColor: vec4f;varying vPosition: vec2f;
13
+ #define CUSTOM_FRAGMENT_DEFINITIONS
13
14
  #include<gaussianSplattingFragmentDeclaration>
14
15
  @fragment
15
16
  fn main(input: FragmentInputs)->FragmentOutputs {
17
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
16
18
  #include<clipPlaneFragment>
17
- fragmentOutputs.color=gaussianColor(input.vColor,input.vPosition);}
19
+ var finalColor: vec4f=gaussianColor(input.vColor,input.vPosition);
20
+ #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
21
+ fragmentOutputs.color=finalColor;
22
+ #define CUSTOM_FRAGMENT_MAIN_END
23
+ }
18
24
  `;
19
25
  // Sideeffect
20
26
  if (!ShaderStore.ShadersStoreWGSL[name]) {
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplatting.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,uDAAuD,CAAC;AAC/D,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;CASd,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,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"gaussianSplattingPixelShader\";\nconst shader = `#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nvarying vColor: vec4f;varying vPosition: vec2f;\n#include<gaussianSplattingFragmentDeclaration>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\nfragmentOutputs.color=gaussianColor(input.vColor,input.vPosition);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplatting.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,uDAAuD,CAAC;AAC/D,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,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,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"gaussianSplattingPixelShader\";\nconst shader = `#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nvarying vColor: vec4f;varying vPosition: vec2f;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<gaussianSplattingFragmentDeclaration>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar finalColor: vec4f=gaussianColor(input.vColor,input.vPosition);\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\nfragmentOutputs.color=finalColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingPixelShaderWGSL = { name, shader };\n"]}
@@ -35,9 +35,12 @@ var shTexture2: texture_2d<u32>;
35
35
  var partIndicesTexture: texture_2d<f32>;
36
36
  #endif
37
37
  varying vColor: vec4f;varying vPosition: vec2f;
38
+ #define CUSTOM_VERTEX_DEFINITIONS
38
39
  #include<gaussianSplatting>
39
40
  @vertex
40
- fn main(input : VertexInputs)->FragmentInputs {let splatIndex: f32=getSplatIndex(i32(input.position.z+0.5),input.splatIndex0,input.splatIndex1,input.splatIndex2,input.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);
41
+ fn main(input : VertexInputs)->FragmentInputs {
42
+ #define CUSTOM_VERTEX_MAIN_BEGIN
43
+ let splatIndex: f32=getSplatIndex(i32(input.position.z+0.5),input.splatIndex0,input.splatIndex1,input.splatIndex2,input.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);
41
44
  #if IS_COMPOUND
42
45
  let splatWorld: mat4x4f=getPartWorld(splat.partIndex);
43
46
  #else
@@ -52,10 +55,13 @@ vertexOutputs.vColor=vec4f(splat.color.xyz,splat.color.w*uniforms.alpha);
52
55
  #if IS_COMPOUND
53
56
  vertexOutputs.vColor.w*=uniforms.partVisibility[splat.partIndex];
54
57
  #endif
55
- vertexOutputs.position=gaussianSplatting(input.position.xy,worldPos.xyz,vec2f(1.0,1.0),covA,covB,splatWorld,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);
58
+ let scale: vec2f=vec2f(1.,1.);
59
+ #define CUSTOM_VERTEX_UPDATE
60
+ vertexOutputs.position=gaussianSplatting(input.position.xy,worldPos.xyz,scale,covA,covB,splatWorld,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);
56
61
  #include<clipPlaneVertex>
57
62
  #include<fogVertex>
58
63
  #include<logDepthVertex>
64
+ #define CUSTOM_VERTEX_MAIN_END
59
65
  }
60
66
  `;
61
67
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Cd,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,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#include<helperFunctions>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform alpha: f32;\n#if IS_COMPOUND\nuniform partWorld: array<mat4x4<f32>,MAX_PART_COUNT>;uniform partVisibility: array<f32,MAX_PART_COUNT>;\n#endif\nvar covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;\n#if SH_DEGREE>0\nvar shTexture0: texture_2d<u32>;\n#endif\n#if SH_DEGREE>1\nvar shTexture1: texture_2d<u32>;\n#endif\n#if SH_DEGREE>2\nvar shTexture2: texture_2d<u32>;\n#endif\n#if IS_COMPOUND\nvar partIndicesTexture: texture_2d<f32>;\n#endif\nvarying vColor: vec4f;varying vPosition: vec2f;\n#include<gaussianSplatting>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {let splatIndex: f32=getSplatIndex(i32(input.position.z+0.5),input.splatIndex0,input.splatIndex1,input.splatIndex2,input.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);\n#if IS_COMPOUND\nlet splatWorld: mat4x4f=getPartWorld(splat.partIndex);\n#else\nlet splatWorld: mat4x4f=mesh.world;\n#endif\nlet worldPos: vec4f=splatWorld*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position.xy;\n#if SH_DEGREE>0\nlet worldRot: mat3x3f= mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var eyeToSplatLocalSpace: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));vertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,eyeToSplatLocalSpace),splat.color.w*uniforms.alpha);\n#else\nvertexOutputs.vColor=vec4f(splat.color.xyz,splat.color.w*uniforms.alpha);\n#endif\n#if IS_COMPOUND\nvertexOutputs.vColor.w*=uniforms.partVisibility[splat.partIndex];\n#endif\nvertexOutputs.position=gaussianSplatting(input.position.xy,worldPos.xyz,vec2f(1.0,1.0),covA,covB,splatWorld,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDd,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,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n#include<helperFunctions>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;uniform eyePosition: vec3f;uniform alpha: f32;\n#if IS_COMPOUND\nuniform partWorld: array<mat4x4<f32>,MAX_PART_COUNT>;uniform partVisibility: array<f32,MAX_PART_COUNT>;\n#endif\nvar covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;\n#if SH_DEGREE>0\nvar shTexture0: texture_2d<u32>;\n#endif\n#if SH_DEGREE>1\nvar shTexture1: texture_2d<u32>;\n#endif\n#if SH_DEGREE>2\nvar shTexture2: texture_2d<u32>;\n#endif\n#if IS_COMPOUND\nvar partIndicesTexture: texture_2d<f32>;\n#endif\nvarying vColor: vec4f;varying vPosition: vec2f;\n#define CUSTOM_VERTEX_DEFINITIONS\n#include<gaussianSplatting>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nlet splatIndex: f32=getSplatIndex(i32(input.position.z+0.5),input.splatIndex0,input.splatIndex1,input.splatIndex2,input.splatIndex3);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);\n#if IS_COMPOUND\nlet splatWorld: mat4x4f=getPartWorld(splat.partIndex);\n#else\nlet splatWorld: mat4x4f=mesh.world;\n#endif\nlet worldPos: vec4f=splatWorld*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position.xy;\n#if SH_DEGREE>0\nlet worldRot: mat3x3f= mat3x3f(splatWorld[0].xyz,splatWorld[1].xyz,splatWorld[2].xyz);let normWorldRot: mat3x3f=inverseMat3(worldRot);var eyeToSplatLocalSpace: vec3f=normalize(normWorldRot*(worldPos.xyz-uniforms.eyePosition.xyz));vertexOutputs.vColor=vec4f(splat.color.xyz+computeSH(splat,eyeToSplatLocalSpace),splat.color.w*uniforms.alpha);\n#else\nvertexOutputs.vColor=vec4f(splat.color.xyz,splat.color.w*uniforms.alpha);\n#endif\n#if IS_COMPOUND\nvertexOutputs.vColor.w*=uniforms.partVisibility[splat.partIndex];\n#endif\nlet scale: vec2f=vec2f(1.,1.);\n#define CUSTOM_VERTEX_UPDATE\nvertexOutputs.position=gaussianSplatting(input.position.xy,worldPos.xyz,scale,covA,covB,splatWorld,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexShaderWGSL = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@onerjs/core",
3
- "version": "8.41.5",
3
+ "version": "8.41.7",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
package/scene.d.ts CHANGED
@@ -62,6 +62,15 @@ import type { LensFlareSystem } from "./LensFlares/lensFlareSystem.js";
62
62
  import type { ProceduralTexture } from "./Materials/Textures/Procedurals/proceduralTexture.js";
63
63
  import type { ObjectRenderer } from "./Rendering/objectRenderer.js";
64
64
  import "./Rendering/boundingBoxRenderer.js";
65
+ /**
66
+ * Options for creating a scene uniform buffer
67
+ */
68
+ export interface ICreateSceneUboOptions {
69
+ /** Define if the UBOs should be tracked in the frame (default: undefined - will use the value from Engine._features.trackUbosInFrame) */
70
+ trackUBOsInFrame?: boolean;
71
+ /** When true, always creates a mono (non-multiview) UBO, bypassing any multiview override */
72
+ forceMono?: boolean;
73
+ }
65
74
  /**
66
75
  * Define an interface for all classes that will hold resources
67
76
  */
@@ -89,7 +98,6 @@ export interface SceneOptions {
89
98
  */
90
99
  useClonedMeshMap?: boolean;
91
100
  /**
92
- * @experimental
93
101
  * When enabled, the scene can handle large world coordinate rendering without jittering caused by floating point imprecision on the GPU.
94
102
  * This mode offsets matrices and position-related attribute values before passing to shaders, centering camera at origin and offsetting other scene objects by camera active position.
95
103
  *
@@ -1311,6 +1319,11 @@ export declare class Scene implements IAnimatable, IClipPlanesHolder, IAssetCont
1311
1319
  * Gets the unique id of the scene
1312
1320
  */
1313
1321
  get uniqueId(): number;
1322
+ /**
1323
+ * Changed the visibility check state in render loop
1324
+ * @param ignoreEnabled
1325
+ */
1326
+ changeRenderVisibilityCheckState(ignoreEnabled: boolean): void;
1314
1327
  /**
1315
1328
  * Creates a new Scene
1316
1329
  * @param engine defines the engine to use to render this scene
@@ -1610,6 +1623,13 @@ export declare class Scene implements IAnimatable, IClipPlanesHolder, IAssetCont
1610
1623
  * @returns a new ubo
1611
1624
  */
1612
1625
  createSceneUniformBuffer(name?: string, trackUBOsInFrame?: boolean): UniformBuffer;
1626
+ /**
1627
+ * Creates a scene UBO
1628
+ * @param name name of the uniform buffer (optional, for debugging purpose only)
1629
+ * @param options options for creating the scene uniform buffer
1630
+ * @returns a new ubo
1631
+ */
1632
+ createSceneUniformBuffer(name?: string, options?: ICreateSceneUboOptions): UniformBuffer;
1613
1633
  /**
1614
1634
  * Sets the scene ubo
1615
1635
  * @param ubo the ubo to set for the scene
@@ -1617,13 +1637,11 @@ export declare class Scene implements IAnimatable, IClipPlanesHolder, IAssetCont
1617
1637
  setSceneUniformBuffer(ubo: UniformBuffer): void;
1618
1638
  private _floatingOriginScene;
1619
1639
  /**
1620
- * @experimental
1621
1640
  * True if floatingOriginMode was passed to engine or this scene creation otions.
1622
1641
  * This mode avoids floating point imprecision in huge coordinate system by offsetting uniform values before passing to shader, centering camera at origin and displacing rest of scene by camera position
1623
1642
  */
1624
1643
  get floatingOriginMode(): boolean;
1625
1644
  /**
1626
- * @experimental
1627
1645
  * When floatingOriginMode is enabled, offset is equal to the eye position. Default to ZeroReadonly when mode is disabled.
1628
1646
  */
1629
1647
  get floatingOriginOffset(): Vector3;
@@ -2141,7 +2159,7 @@ export declare class Scene implements IAnimatable, IClipPlanesHolder, IAssetCont
2141
2159
  * @param data the data object to associate to the key for this Engine instance
2142
2160
  * @returns true if no such key were already present and the data was added successfully, false otherwise
2143
2161
  */
2144
- addExternalData<T extends object>(key: string, data: T): boolean;
2162
+ addExternalData<T>(key: string, data: T): boolean;
2145
2163
  /**
2146
2164
  * Get an externally attached data from its key
2147
2165
  * @param key the unique key that identifies the data
package/scene.js CHANGED
@@ -679,6 +679,13 @@ export class Scene {
679
679
  get uniqueId() {
680
680
  return this._uniqueId;
681
681
  }
682
+ /**
683
+ * Changed the visibility check state in render loop
684
+ * @param ignoreEnabled
685
+ */
686
+ changeRenderVisibilityCheckState(ignoreEnabled) {
687
+ this.addExternalData(`FORCE_IGNORE_RENDER_VISIBILITY_CHECK`, ignoreEnabled);
688
+ }
682
689
  /**
683
690
  * Creates a new Scene
684
691
  * @param engine defines the engine to use to render this scene
@@ -1533,6 +1540,7 @@ export class Scene {
1533
1540
  if (engine.getCreationOptions().useLargeWorldRendering || options?.useFloatingOrigin) {
1534
1541
  OverrideMatrixFunctions();
1535
1542
  this._floatingOriginScene = this;
1543
+ FloatingOriginCurrentScene.getScene = this._getFloatingOriginScene;
1536
1544
  }
1537
1545
  this._uid = null;
1538
1546
  this._renderingManager = new RenderingManager(this);
@@ -2134,11 +2142,9 @@ export class Scene {
2134
2142
  * @param projectionR defines the right Projection matrix to use (if provided)
2135
2143
  */
2136
2144
  setTransformMatrix(viewL, projectionL, viewR, projectionR) {
2137
- // clear the multiviewSceneUbo if no viewR and projectionR are defined
2138
- if (!viewR && !projectionR && this._multiviewSceneUbo) {
2139
- this._multiviewSceneUbo.dispose();
2140
- this._multiviewSceneUbo = null;
2141
- }
2145
+ // Toggle the multiview flag based on whether stereo matrices are provided.
2146
+ // The multiview UBO itself is kept alive for the XR session lifetime to avoid per-frame GPU alloc/dealloc.
2147
+ this._multiviewSceneUboIsActive = !!(viewR && projectionR && this._multiviewSceneUbo);
2142
2148
  if (this._viewUpdateFlag === viewL.updateFlag && this._projectionUpdateFlag === projectionL.updateFlag) {
2143
2149
  return;
2144
2150
  }
@@ -2154,7 +2160,7 @@ export class Scene {
2154
2160
  else {
2155
2161
  Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
2156
2162
  }
2157
- if (this._multiviewSceneUbo && this._multiviewSceneUbo.useUbo) {
2163
+ if (this._multiviewSceneUboIsActive && this._multiviewSceneUbo.useUbo) {
2158
2164
  this._updateMultiviewUbo(viewR, projectionR);
2159
2165
  }
2160
2166
  else if (this._sceneUbo.useUbo) {
@@ -2168,15 +2174,10 @@ export class Scene {
2168
2174
  * @returns a UniformBuffer
2169
2175
  */
2170
2176
  getSceneUniformBuffer() {
2171
- return this._multiviewSceneUbo ? this._multiviewSceneUbo : this._sceneUbo;
2177
+ return this._multiviewSceneUboIsActive && this._multiviewSceneUbo ? this._multiviewSceneUbo : this._sceneUbo;
2172
2178
  }
2173
- /**
2174
- * Creates a scene UBO
2175
- * @param name name of the uniform buffer (optional, for debugging purpose only)
2176
- * @param trackUBOsInFrame define if the UBOs should be tracked in the frame (default: undefined - will use the value from Engine._features.trackUbosInFrame)
2177
- * @returns a new ubo
2178
- */
2179
- createSceneUniformBuffer(name, trackUBOsInFrame) {
2179
+ createSceneUniformBuffer(name, trackUBOsInFrameOrOptions) {
2180
+ const trackUBOsInFrame = typeof trackUBOsInFrameOrOptions === "boolean" ? trackUBOsInFrameOrOptions : trackUBOsInFrameOrOptions?.trackUBOsInFrame;
2180
2181
  const sceneUbo = new UniformBuffer(this._engine, undefined, false, name ?? "scene", undefined, trackUBOsInFrame);
2181
2182
  sceneUbo.addUniform("viewProjection", 16);
2182
2183
  sceneUbo.addUniform("view", 16);
@@ -2194,7 +2195,6 @@ export class Scene {
2194
2195
  this._projectionUpdateFlag = -1;
2195
2196
  }
2196
2197
  /**
2197
- * @experimental
2198
2198
  * True if floatingOriginMode was passed to engine or this scene creation otions.
2199
2199
  * This mode avoids floating point imprecision in huge coordinate system by offsetting uniform values before passing to shader, centering camera at origin and displacing rest of scene by camera position
2200
2200
  */
@@ -2202,7 +2202,6 @@ export class Scene {
2202
2202
  return this._floatingOriginScene !== undefined;
2203
2203
  }
2204
2204
  /**
2205
- * @experimental
2206
2205
  * When floatingOriginMode is enabled, offset is equal to the eye position. Default to ZeroReadonly when mode is disabled.
2207
2206
  */
2208
2207
  get floatingOriginOffset() {
@@ -3847,7 +3846,7 @@ export class Scene {
3847
3846
  }
3848
3847
  mesh._preActivate();
3849
3848
  if (mesh.isVisible &&
3850
- mesh.visibility > 0 &&
3849
+ (this.getExternalData(`FORCE_IGNORE_RENDER_VISIBILITY_CHECK`) || mesh.visibility > 0) &&
3851
3850
  (mesh.layerMask & this.activeCamera.layerMask) !== 0 &&
3852
3851
  (this._skipFrustumClipping || mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
3853
3852
  this._activeMeshes.push(mesh);
@@ -4043,11 +4042,11 @@ export class Scene {
4043
4042
  let needRebind = false;
4044
4043
  if (this.renderTargetsEnabled) {
4045
4044
  this._intermediateRendering = true;
4045
+ let currentBoundingBoxMeshList;
4046
4046
  if (this._renderTargets.length > 0) {
4047
4047
  Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
4048
4048
  // The cast to "any" is to avoid an error in ES6 in case you don't import boundingBoxRenderer
4049
4049
  const boundingBoxRenderer = this.getBoundingBoxRenderer?.();
4050
- let currentBoundingBoxMeshList;
4051
4050
  for (let renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
4052
4051
  const renderTarget = this._renderTargets.data[renderIndex];
4053
4052
  if (renderTarget._shouldRender()) {
@@ -4069,8 +4068,22 @@ export class Scene {
4069
4068
  Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
4070
4069
  this._renderId++;
4071
4070
  }
4072
- for (const step of this._cameraDrawRenderTargetStage) {
4073
- needRebind = step.action(this.activeCamera) || needRebind;
4071
+ if (this._cameraDrawRenderTargetStage.length > 0) {
4072
+ // The cast to "any" is to avoid an error in ES6 in case you don't import boundingBoxRenderer
4073
+ const boundingBoxRenderer = this.getBoundingBoxRenderer?.();
4074
+ if (boundingBoxRenderer && !currentBoundingBoxMeshList) {
4075
+ // Saves the current bounding box mesh list (potentially built by the call to _evaluateActiveMeshes above), which can be reset/updated during the loop below
4076
+ currentBoundingBoxMeshList = boundingBoxRenderer.renderList.length > 0 ? boundingBoxRenderer.renderList.data.slice() : [];
4077
+ currentBoundingBoxMeshList.length = boundingBoxRenderer.renderList.length;
4078
+ }
4079
+ for (const step of this._cameraDrawRenderTargetStage) {
4080
+ // effect layer call object renderer in this step so bounding box render list must be restored
4081
+ needRebind = step.action(this.activeCamera) || needRebind;
4082
+ }
4083
+ if (boundingBoxRenderer && currentBoundingBoxMeshList) {
4084
+ boundingBoxRenderer.renderList.data = currentBoundingBoxMeshList;
4085
+ boundingBoxRenderer.renderList.length = currentBoundingBoxMeshList.length;
4086
+ }
4074
4087
  }
4075
4088
  this._intermediateRendering = false;
4076
4089
  }