@onerjs/core 8.42.4 → 8.42.6

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 (48) hide show
  1. package/Cameras/arcRotateCamera.js +9 -9
  2. package/Cameras/arcRotateCamera.js.map +1 -1
  3. package/Engines/abstractEngine.js +2 -2
  4. package/Engines/abstractEngine.js.map +1 -1
  5. package/FrameGraph/frameGraph.d.ts +21 -1
  6. package/FrameGraph/frameGraph.js +49 -0
  7. package/FrameGraph/frameGraph.js.map +1 -1
  8. package/FrameGraph/frameGraphUtils.d.ts +1 -2
  9. package/FrameGraph/frameGraphUtils.js +2 -27
  10. package/FrameGraph/frameGraphUtils.js.map +1 -1
  11. package/Helpers/environmentHelper.js +7 -0
  12. package/Helpers/environmentHelper.js.map +1 -1
  13. package/Lights/Clustered/clusteredLightContainer.js +6 -8
  14. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  15. package/Materials/vertexPullingHelper.functions.d.ts +4 -0
  16. package/Materials/vertexPullingHelper.functions.js +4 -2
  17. package/Materials/vertexPullingHelper.functions.js.map +1 -1
  18. package/Misc/index.d.ts +1 -0
  19. package/Misc/index.js +1 -0
  20. package/Misc/index.js.map +1 -1
  21. package/ShadersWGSL/iblVoxelGrid.vertex.js +51 -42
  22. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  23. package/XR/features/WebXRControllerTeleportation.js +1 -2
  24. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  25. package/XR/features/WebXRDepthSensing.js +1 -0
  26. package/XR/features/WebXRDepthSensing.js.map +1 -1
  27. package/XR/features/WebXRHandTracking.js +2 -2
  28. package/XR/features/WebXRHandTracking.js.map +1 -1
  29. package/XR/features/WebXRWalkingLocomotion.js +1 -1
  30. package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
  31. package/XR/motionController/webXRMicrosoftMixedRealityController.js +1 -1
  32. package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
  33. package/XR/motionController/webXRMotionControllerManager.js +2 -2
  34. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  35. package/XR/webXRCamera.d.ts +1 -0
  36. package/XR/webXRCamera.js +9 -7
  37. package/XR/webXRCamera.js.map +1 -1
  38. package/XR/webXRExperienceHelper.d.ts +4 -0
  39. package/XR/webXRExperienceHelper.js +25 -5
  40. package/XR/webXRExperienceHelper.js.map +1 -1
  41. package/XR/webXRInput.d.ts +1 -0
  42. package/XR/webXRInput.js +6 -0
  43. package/XR/webXRInput.js.map +1 -1
  44. package/XR/webXRSessionManager.js +5 -4
  45. package/XR/webXRSessionManager.js.map +1 -1
  46. package/package.json +1 -1
  47. package/scene.js +19 -1
  48. package/scene.js.map +1 -1
@@ -1 +1 @@
1
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{ StorageBuffer } from \"core/Buffers/storageBuffer\";\nimport type { Camera } from \"core/Cameras/camera\";\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\nimport { Constants } from \"core/Engines/constants\";\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\nimport type { Effect } from \"core/Materials/effect\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\nimport { UniformBuffer } from \"core/Materials/uniformBuffer\";\nimport { TmpColors } from \"core/Maths/math.color\";\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\nimport type { Mesh } from \"core/Meshes/mesh\";\nimport { serialize } from \"core/Misc/decorators\";\nimport { _WarnImport } from \"core/Misc/devTools\";\nimport { Logger } from \"core/Misc/logger\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { Node } from \"core/node\";\nimport type { Scene } from \"core/scene\";\nimport type { Nullable } from \"core/types\";\n\nimport { Light } from \"../light\";\nimport { LightConstants } from \"../lightConstants\";\nimport type { PointLight } from \"../pointLight\";\nimport type { SpotLight } from \"../spotLight\";\nimport type { RenderTargetWrapper } from \"../../Engines/renderTargetWrapper\";\n\nimport \"core/Meshes/thinInstanceMesh\";\n\nNode.AddNodeConstructor(\"Light_Type_5\", (name, scene) => {\n return () => new ClusteredLightContainer(name, [], scene);\n});\n\nconst DefaultDepthSlices = 16;\n\n/**\n * A special light that renders all its associated spot or point lights using a clustered or forward+ system.\n */\nexport class ClusteredLightContainer extends Light {\n private static _GetEngineBatchSize(engine: AbstractEngine): number {\n const caps = engine._caps;\n if (!caps.texelFetch) {\n return 0;\n } else if (engine.isWebGPU) {\n // On WebGPU we use atomic writes to storage textures\n return 32;\n } else if (engine.version > 1) {\n // On WebGL 2 we use additive float blending as the light mask\n if (!caps.colorBufferFloat || !caps.blendFloat) {\n return 0;\n }\n // Due to the use of floats we want to limit lights to the precision of floats\n return caps.shaderFloatPrecision;\n } else {\n // WebGL 1 is not supported due to lack of dynamic for loops\n return 0;\n }\n }\n\n /**\n * Checks if the clustered lighting system supports the given light with its current parameters.\n * This will also check if the light's associated engine supports clustered lighting.\n *\n * @param light The light to test\n * @returns true if the light and its engine is supported\n */\n public static IsLightSupported(light: Light): boolean {\n if (ClusteredLightContainer._GetEngineBatchSize(light.getEngine()) === 0) {\n return false;\n } else if (light.shadowEnabled && light._scene.shadowsEnabled && light.getShadowGenerators()) {\n // Shadows are not supported\n return false;\n } else if (light.falloffType !== Light.FALLOFF_DEFAULT) {\n // Only the default falloff is supported\n return false;\n } else if (light.getTypeID() === LightConstants.LIGHTTYPEID_POINTLIGHT) {\n return true;\n } else if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n // Extra texture bindings per light are not supported\n return !(<SpotLight>light).projectionTexture && !(<SpotLight>light).iesProfileTexture;\n } else {\n // Currently only point and spot lights are supported\n return false;\n }\n }\n\n /** @internal */\n public static _SceneComponentInitialization: (scene: Scene) => void = () => {\n throw _WarnImport(\"ClusteredLightingSceneComponent\");\n };\n\n private readonly _batchSize: number;\n\n /**\n * True if clustered lighting is supported.\n */\n public get isSupported(): boolean {\n return this._batchSize > 0;\n }\n\n private readonly _lights: Light[] = [];\n /**\n * Gets the current list of lights added to this clustering system.\n */\n public get lights(): readonly Light[] {\n return this._lights;\n }\n\n private _camera: Nullable<Camera> = null;\n\n // The lights sorted by depth\n private readonly _sortedLights: (PointLight | SpotLight)[] = [];\n\n private _lightDataBuffer: Float32Array;\n private _lightDataTexture: RawTexture;\n private _lightDataRenderId = -1;\n\n private _tileMaskBatches = -1;\n private _tileMaskTexture: RenderTargetTexture;\n private _tileMaskBuffer: Nullable<StorageBuffer>;\n\n private _horizontalTiles = 64;\n /**\n * The number of tiles in the horizontal direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get horizontalTiles(): number {\n return this._horizontalTiles;\n }\n\n public set horizontalTiles(horizontal: number) {\n if (this._horizontalTiles === horizontal) {\n return;\n }\n this._horizontalTiles = horizontal;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _verticalTiles = 64;\n /**\n * The number of tiles in the vertical direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get verticalTiles(): number {\n return this._verticalTiles;\n }\n\n public set verticalTiles(vertical: number) {\n if (this._verticalTiles === vertical) {\n return;\n }\n this._verticalTiles = vertical;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _sliceScale = 0;\n private _sliceBias = 0;\n // List of vec2's that keep track of the min and max index per slice\n private _sliceRanges: Float32Array<ArrayBuffer>;\n\n private _depthSlices = DefaultDepthSlices;\n /**\n * The number of slices to split the depth range by and cluster lights into.\n */\n public get depthSlices(): number {\n return this._depthSlices;\n }\n\n public set depthSlices(slices: number) {\n if (this._depthSlices === slices) {\n return;\n }\n this._depthSlices = slices;\n this._sliceRanges = new Float32Array(slices * 2);\n\n // UBO size depends on the number of depth slices\n this._uniformBuffer.dispose();\n this._uniformBuffer = new UniformBuffer(this.getEngine(), undefined, undefined, this.name);\n this._buildUniformLayout();\n\n // CLUSTLIGHT_SLICES is a shader define that sizes the vSliceRanges array in the UBO.\n // Materials must recompile when depthSlices changes so the shader layout matches the rebuilt UBO.\n // Otherwise, if depthSlices is reduced, the rebuilt UBO can be smaller than what the previously compiled shader expects, causing rendering to fail.\n this._markMeshesAsLightDirty();\n }\n\n private readonly _proxyMaterial: ShaderMaterial;\n private readonly _proxyMesh: Mesh;\n\n private _maxRange = 16383;\n private _minInverseSquaredRange = 1 / (this._maxRange * this._maxRange);\n /**\n * This limits the range of all the added lights, so even lights with extreme ranges will still have bounds for clustering.\n */\n @serialize()\n public get maxRange(): number {\n return this._maxRange;\n }\n\n public set maxRange(range: number) {\n if (this._maxRange === range) {\n return;\n }\n this._maxRange = range;\n this._minInverseSquaredRange = 1 / (range * range);\n }\n\n /**\n * Creates a new clustered light system with an initial set of lights.\n *\n * @param name The name of the clustered light container\n * @param lights The initial set of lights to add\n * @param scene The scene the clustered light container belongs to\n */\n constructor(name: string, lights: Light[] = [], scene?: Scene) {\n super(name, scene);\n const engine = this.getEngine();\n this._batchSize = ClusteredLightContainer._GetEngineBatchSize(engine);\n\n const proxyShader = { vertex: \"lightProxy\", fragment: \"lightProxy\" };\n const defines = [`CLUSTLIGHT_BATCH ${this._batchSize}`];\n if (this._scene.useRightHandedSystem) {\n defines.push(\"#define RIGHT_HANDED\");\n }\n this._proxyMaterial = new ShaderMaterial(\"ProxyMaterial\", this._scene, proxyShader, {\n attributes: [\"position\"],\n uniforms: [\"view\", \"projection\", \"tileMaskResolution\"],\n samplers: [\"lightDataTexture\"],\n uniformBuffers: [\"Scene\"],\n storageBuffers: [\"tileMaskBuffer\"],\n defines,\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (engine.isWebGPU) {\n await Promise.all([import(\"../../ShadersWGSL/lightProxy.vertex\"), import(\"../../ShadersWGSL/lightProxy.fragment\")]);\n } else {\n await Promise.all([import(\"../../Shaders/lightProxy.vertex\"), import(\"../../Shaders/lightProxy.fragment\")]);\n }\n },\n });\n\n // Additive blending is for merging masks on WebGL\n this._proxyMaterial.transparencyMode = ShaderMaterial.MATERIAL_ALPHABLEND;\n this._proxyMaterial.alphaMode = Constants.ALPHA_ADD;\n this._proxyMaterial.sideOrientation = Constants.MATERIAL_CounterClockWiseSideOrientation;\n\n this._proxyMesh = CreatePlane(\"ProxyMesh\", { size: 2 }, this._scene);\n // Make sure it doesn't render for the default scene\n this._scene.removeMesh(this._proxyMesh);\n this._proxyMesh.material = this._proxyMaterial;\n\n this._updateBatches();\n\n this._sliceRanges = new Float32Array(this._depthSlices * 2);\n\n if (this._batchSize > 0) {\n ClusteredLightContainer._SceneComponentInitialization(this._scene);\n for (const light of lights) {\n this.addLight(light);\n }\n }\n }\n\n public override getClassName(): string {\n return \"ClusteredLightContainer\";\n }\n\n // eslint-disable-next-line @typescript-eslint/naming-convention\n public override getTypeID(): number {\n return LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER;\n }\n\n /** @internal */\n public _updateBatches(camera: Nullable<Camera> = null): RenderTargetTexture {\n this._camera = camera;\n this._proxyMesh.isVisible = this._sortedLights.length > 0;\n\n // Ensure space for atleast 1 batch\n const batches = Math.max(Math.ceil(this._sortedLights.length / this._batchSize), 1);\n if (this._tileMaskBatches >= batches) {\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n return this._tileMaskTexture;\n }\n const engine = this.getEngine();\n // Round up to a batch size so we don't have to reallocate as often\n const maxLights = batches * this._batchSize;\n\n this._lightDataBuffer = new Float32Array(20 * maxLights);\n this._lightDataTexture?.dispose();\n this._lightDataTexture = new RawTexture(\n this._lightDataBuffer,\n 5,\n maxLights,\n Constants.TEXTUREFORMAT_RGBA,\n this._scene,\n false,\n false,\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\n Constants.TEXTURETYPE_FLOAT\n );\n this._lightDataTexture.name = \"LightDataTexture_clustered_\" + this.name;\n this._proxyMaterial.setTexture(\"lightDataTexture\", this._lightDataTexture);\n\n this._tileMaskTexture?.dispose();\n const textureSize = { width: this._horizontalTiles, height: this._verticalTiles };\n if (!engine.isWebGPU) {\n // In WebGL we shift the light proxy by the batch number\n textureSize.height *= batches;\n }\n this._tileMaskTexture = new RenderTargetTexture(\"TileMaskTexture\", textureSize, this._scene, {\n // We don't write anything on WebGPU so make it as small as possible\n type: engine.isWebGPU ? Constants.TEXTURETYPE_UNSIGNED_BYTE : Constants.TEXTURETYPE_FLOAT,\n format: Constants.TEXTUREFORMAT_RED,\n generateDepthBuffer: false,\n });\n\n this._tileMaskTexture.renderParticles = false;\n this._tileMaskTexture.renderSprites = false;\n this._tileMaskTexture.noPrePassRenderer = true;\n this._tileMaskTexture.renderList = [this._proxyMesh];\n\n let currentRenderTarget: Nullable<RenderTargetWrapper> = null;\n\n this._tileMaskTexture.onBeforeBindObservable.add(() => {\n currentRenderTarget = engine._currentRenderTarget;\n this._updateLightData();\n });\n\n this._tileMaskTexture.onAfterUnbindObservable.add(() => {\n if (engine._currentRenderTarget !== currentRenderTarget) {\n if (!currentRenderTarget) {\n engine.restoreDefaultFramebuffer();\n } else {\n engine.bindFramebuffer(currentRenderTarget);\n }\n }\n });\n\n this._tileMaskTexture.onClearObservable.add(() => {\n if (engine.isWebGPU) {\n // Clear the storage buffer for WebGPU\n this._tileMaskBuffer?.clear();\n } else {\n // Only clear the texture on WebGL\n engine.clear({ r: 0, g: 0, b: 0, a: 1 }, true, false);\n }\n });\n\n if (engine.isWebGPU) {\n // WebGPU also needs a storage buffer to write to\n this._tileMaskBuffer?.dispose();\n const bufferSize = this._horizontalTiles * this._verticalTiles * batches * 4;\n this._tileMaskBuffer = new StorageBuffer(<WebGPUEngine>engine, bufferSize);\n this._proxyMaterial.setStorageBuffer(\"tileMaskBuffer\", this._tileMaskBuffer);\n }\n\n this._proxyMaterial.setVector3(\"tileMaskResolution\", new Vector3(this._horizontalTiles, this.verticalTiles, batches));\n\n // We don't actually use the matrix data but we need enough capacity for the lights\n this._proxyMesh.thinInstanceSetBuffer(\"matrix\", new Float32Array(maxLights * 16));\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n this._tileMaskBatches = batches;\n return this._tileMaskTexture;\n }\n\n private _getSliceIndex(camera: Camera, depth: number): number {\n if (depth < camera.minZ) {\n // Prevent calling log on small or negative values\n return -1;\n }\n return Math.floor(Math.log(depth) * this._sliceScale + this._sliceBias);\n }\n\n private _updateLightData(): void {\n const camera = this._camera || this._scene.activeCamera;\n const renderId = this._scene.getRenderId();\n if (!camera || this._lightDataRenderId === renderId) {\n return;\n }\n this._lightDataRenderId = renderId;\n\n // Resort lights based on distance from camera\n const view = camera.getViewMatrix();\n for (const light of this._sortedLights) {\n const position = light.computeTransformedInformation() ? light.transformedPosition : light.position;\n const viewPosition = Vector3.TransformCoordinatesToRef(position, view, TmpVectors.Vector3[0]);\n light._currentViewDepth = this._scene.useRightHandedSystem ? -viewPosition.z : viewPosition.z;\n }\n this._sortedLights.sort((a, b) => a._currentViewDepth - b._currentViewDepth);\n\n // DOOM 2016 subdivision scheme, copied from: https://www.aortiz.me/2018/12/21/CG.html\n const logFarNear = Math.log(camera.maxZ / camera.minZ);\n this._sliceScale = this._depthSlices / logFarNear;\n this._sliceBias = -(this._depthSlices * Math.log(camera.minZ)) / logFarNear;\n\n this._sliceRanges.fill(0);\n // Last slice which had had its min index updated\n let minSlice = -1;\n\n const buf = this._lightDataBuffer;\n const offset = this._scene.floatingOriginOffset;\n\n for (let i = 0; i < this._sortedLights.length; i += 1) {\n const light = this._sortedLights[i];\n const off = i * 20;\n const computed = light.computeTransformedInformation();\n const scaledIntensity = light.getScaledIntensity();\n\n const position = computed ? light.transformedPosition : light.position;\n const diffuse = light.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\n const specular = light.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\n const range = Math.min(light.range, this.maxRange);\n const inverseSquaredRange = Math.max(light._inverseSquaredRange, this._minInverseSquaredRange);\n\n // vLightData\n buf[off + 0] = position.x - offset.x;\n buf[off + 1] = position.y - offset.y;\n buf[off + 2] = position.z - offset.z;\n buf[off + 3] = 0;\n // vLightDiffuse\n buf[off + 4] = diffuse.r;\n buf[off + 5] = diffuse.g;\n buf[off + 6] = diffuse.b;\n buf[off + 7] = range;\n // vLightSpecular\n buf[off + 8] = specular.r;\n buf[off + 9] = specular.g;\n buf[off + 10] = specular.b;\n buf[off + 11] = light.radius;\n // vLightDirection\n buf[off + 12] = 0;\n buf[off + 13] = 0;\n buf[off + 14] = 0;\n buf[off + 15] = -1;\n // vLightFalloff\n buf[off + 16] = range;\n buf[off + 17] = inverseSquaredRange;\n buf[off + 18] = 0;\n buf[off + 19] = 0;\n\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n const spotLight = <SpotLight>light;\n const direction = Vector3.NormalizeToRef(computed ? spotLight.transformedDirection : spotLight.direction, TmpVectors.Vector3[0]);\n\n // vLightData.a\n buf[off + 3] = spotLight.exponent;\n // vLightDirection\n buf[off + 12] = direction.x;\n buf[off + 13] = direction.y;\n buf[off + 14] = direction.z;\n buf[off + 15] = spotLight._cosHalfAngle;\n // vLightFalloff.zw\n buf[off + 18] = spotLight._lightAngleScale;\n buf[off + 19] = spotLight._lightAngleOffset;\n }\n\n // Update the depth slices that include this light\n const firstSlice = this._getSliceIndex(camera, light._currentViewDepth - range);\n const lastSlice = this._getSliceIndex(camera, light._currentViewDepth + range);\n for (let j = firstSlice; j <= lastSlice; j += 1) {\n if (j < 0 || j >= this._depthSlices) {\n continue;\n } else if (j > minSlice) {\n // Update min index\n this._sliceRanges[j * 2] = i;\n minSlice = j;\n }\n // Update max index\n this._sliceRanges[j * 2 + 1] = i;\n }\n }\n\n const engine = this.getEngine();\n if (engine.isWebGPU) {\n // Whenever the light data changes we have to flush pending WebGPU command buffers so that\n // previous render passes use the old data and later render passes use the new data.\n engine.flushFramebuffer();\n }\n this._lightDataTexture.update(this._lightDataBuffer);\n }\n\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void {\n for (const light of this._lights) {\n light.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n this._lightDataTexture.dispose();\n this._tileMaskTexture.dispose();\n this._tileMaskBuffer?.dispose();\n this._proxyMesh.dispose(doNotRecurse, disposeMaterialAndTextures);\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n\n /**\n * Adds a light to the clustering system.\n * @param light The light to add\n */\n public addLight(light: Light): void {\n if (!ClusteredLightContainer.IsLightSupported(light)) {\n Logger.Warn(\"Attempting to add a light to cluster that does not support clustering\");\n return;\n }\n this._scene.removeLight(light);\n this._lights.push(light);\n this._sortedLights.push(<PointLight | SpotLight>light);\n\n this._proxyMesh.isVisible = true;\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n }\n\n /**\n * Removes a light from the clustering system.\n * @param light The light to remove\n * @returns the index where the light was in the light list\n */\n public removeLight(light: Light): number {\n // Convert to `Light` array without cast so `indexOf` has correct typing\n const sortedLights: Light[] = this._sortedLights;\n const sortedIndex = sortedLights.indexOf(light);\n if (sortedIndex !== -1) {\n sortedLights.splice(sortedIndex, 1);\n\n this._proxyMesh.thinInstanceCount = sortedLights.length;\n if (sortedLights.length === 0) {\n this._proxyMesh.isVisible = false;\n }\n }\n\n const index = this._lights.indexOf(light);\n if (index !== -1) {\n this._lights.splice(index, 1);\n // We treat the unsorted array as the \"real\" one so only add back to the scene if it was found in that\n this._scene.addLight(light);\n }\n return index;\n }\n\n protected override _buildUniformLayout(): void {\n this._uniformBuffer.addUniform(\"vLightData\", 4);\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\n this._uniformBuffer.addUniform(\"vSliceData\", 2);\n // _depthSlices might not be initialized yet\n this._uniformBuffer.addUniform(\"vSliceRanges\", 2, this._depthSlices ?? DefaultDepthSlices);\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\n this._uniformBuffer.addUniform(\"depthValues\", 2);\n this._uniformBuffer.create();\n }\n\n public override transferToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n const hscale = this._horizontalTiles / engine.getRenderWidth();\n const vscale = this._verticalTiles / engine.getRenderHeight();\n this._uniformBuffer.updateFloat4(\"vLightData\", hscale, vscale, this._verticalTiles, this._tileMaskBatches, lightIndex);\n this._uniformBuffer.updateFloat2(\"vSliceData\", this._sliceScale, this._sliceBias, lightIndex);\n this._uniformBuffer.updateFloatArray(\"vSliceRanges\", this._sliceRanges, lightIndex);\n return this;\n }\n\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n effect.setTexture(\"lightDataTexture\" + lightIndex, this._lightDataTexture);\n if (engine.isWebGPU) {\n (<WebGPUEngine>engine).setStorageBuffer(\"tileMaskBuffer\" + lightIndex, this._tileMaskBuffer);\n } else {\n effect.setTexture(\"tileMaskTexture\" + lightIndex, this._tileMaskTexture);\n }\n return this;\n }\n\n public override transferToNodeMaterialEffect(_effect: Effect): Light {\n return this;\n }\n\n public override prepareLightSpecificDefines(defines: any, lightIndex: number): void {\n defines[\"CLUSTLIGHT\" + lightIndex] = true;\n defines[\"CLUSTLIGHT_BATCH\"] = this._batchSize;\n defines[\"CLUSTLIGHT_SLICES\"] = this._depthSlices;\n }\n\n public override _isReady(): boolean {\n this._updateBatches();\n return this._proxyMesh.isReady(true, true);\n }\n}\n\n// Register Class Name\nRegisterClass(\"BABYLON.ClusteredLightContainer\", ClusteredLightContainer);\n"]}
1
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{ StorageBuffer } from \"core/Buffers/storageBuffer\";\nimport type { Camera } from \"core/Cameras/camera\";\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\nimport { Constants } from \"core/Engines/constants\";\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\nimport type { Effect } from \"core/Materials/effect\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\nimport { UniformBuffer } from \"core/Materials/uniformBuffer\";\nimport { TmpColors } from \"core/Maths/math.color\";\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\nimport type { Mesh } from \"core/Meshes/mesh\";\nimport { serialize } from \"core/Misc/decorators\";\nimport { _WarnImport } from \"core/Misc/devTools\";\nimport { Logger } from \"core/Misc/logger\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { Node } from \"core/node\";\nimport type { Scene } from \"core/scene\";\nimport type { Nullable } from \"core/types\";\n\nimport { Light } from \"../light\";\nimport { LightConstants } from \"../lightConstants\";\nimport type { PointLight } from \"../pointLight\";\nimport type { SpotLight } from \"../spotLight\";\nimport type { RenderTargetWrapper } from \"../../Engines/renderTargetWrapper\";\n\nimport \"core/Meshes/thinInstanceMesh\";\n\nNode.AddNodeConstructor(\"Light_Type_5\", (name, scene) => {\n return () => new ClusteredLightContainer(name, [], scene);\n});\n\nconst DefaultDepthSlices = 16;\n\n/**\n * A special light that renders all its associated spot or point lights using a clustered or forward+ system.\n */\nexport class ClusteredLightContainer extends Light {\n private static _GetEngineBatchSize(engine: AbstractEngine): number {\n const caps = engine._caps;\n if (!caps.texelFetch) {\n return 0;\n } else if (engine.isWebGPU) {\n // On WebGPU we use atomic writes to storage textures\n return 32;\n } else if (engine.version > 1) {\n // On WebGL 2 we use additive float blending as the light mask\n if (!caps.colorBufferFloat || !caps.blendFloat) {\n return 0;\n }\n // Due to the use of floats we want to limit lights to the precision of floats\n return caps.shaderFloatPrecision;\n } else {\n // WebGL 1 is not supported due to lack of dynamic for loops\n return 0;\n }\n }\n\n /**\n * Checks if the clustered lighting system supports the given light with its current parameters.\n * This will also check if the light's associated engine supports clustered lighting.\n *\n * @param light The light to test\n * @returns true if the light and its engine is supported\n */\n public static IsLightSupported(light: Light): boolean {\n if (ClusteredLightContainer._GetEngineBatchSize(light.getEngine()) === 0) {\n return false;\n }\n\n if (light.shadowEnabled && light._scene.shadowsEnabled && light.getShadowGenerators()) {\n // Shadows are not supported\n return false;\n }\n\n if (light.falloffType !== Light.FALLOFF_DEFAULT) {\n // Only the default falloff is supported\n return false;\n }\n\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_POINTLIGHT) {\n return true;\n }\n\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n // Extra texture bindings per light are not supported\n return !(<SpotLight>light).projectionTexture && !(<SpotLight>light).iesProfileTexture;\n }\n\n // Currently only point and spot lights are supported\n return false;\n }\n\n /** @internal */\n public static _SceneComponentInitialization: (scene: Scene) => void = () => {\n throw _WarnImport(\"ClusteredLightingSceneComponent\");\n };\n\n private readonly _batchSize: number;\n\n /**\n * True if clustered lighting is supported.\n */\n public get isSupported(): boolean {\n return this._batchSize > 0;\n }\n\n private readonly _lights: Light[] = [];\n /**\n * Gets the current list of lights added to this clustering system.\n */\n public get lights(): readonly Light[] {\n return this._lights;\n }\n\n private _camera: Nullable<Camera> = null;\n\n // The lights sorted by depth\n private readonly _sortedLights: (PointLight | SpotLight)[] = [];\n\n private _lightDataBuffer: Float32Array;\n private _lightDataTexture: RawTexture;\n private _lightDataRenderId = -1;\n\n private _tileMaskBatches = -1;\n private _tileMaskTexture: RenderTargetTexture;\n private _tileMaskBuffer: Nullable<StorageBuffer>;\n\n private _horizontalTiles = 64;\n /**\n * The number of tiles in the horizontal direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get horizontalTiles(): number {\n return this._horizontalTiles;\n }\n\n public set horizontalTiles(horizontal: number) {\n if (this._horizontalTiles === horizontal) {\n return;\n }\n this._horizontalTiles = horizontal;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _verticalTiles = 64;\n /**\n * The number of tiles in the vertical direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get verticalTiles(): number {\n return this._verticalTiles;\n }\n\n public set verticalTiles(vertical: number) {\n if (this._verticalTiles === vertical) {\n return;\n }\n this._verticalTiles = vertical;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _sliceScale = 0;\n private _sliceBias = 0;\n // List of vec2's that keep track of the min and max index per slice\n private _sliceRanges: Float32Array<ArrayBuffer>;\n\n private _depthSlices = DefaultDepthSlices;\n /**\n * The number of slices to split the depth range by and cluster lights into.\n */\n public get depthSlices(): number {\n return this._depthSlices;\n }\n\n public set depthSlices(slices: number) {\n if (this._depthSlices === slices) {\n return;\n }\n this._depthSlices = slices;\n this._sliceRanges = new Float32Array(slices * 2);\n\n // UBO size depends on the number of depth slices\n this._uniformBuffer.dispose();\n this._uniformBuffer = new UniformBuffer(this.getEngine(), undefined, undefined, this.name);\n this._buildUniformLayout();\n\n // CLUSTLIGHT_SLICES is a shader define that sizes the vSliceRanges array in the UBO.\n // Materials must recompile when depthSlices changes so the shader layout matches the rebuilt UBO.\n // Otherwise, if depthSlices is reduced, the rebuilt UBO can be smaller than what the previously compiled shader expects, causing rendering to fail.\n this._markMeshesAsLightDirty();\n }\n\n private readonly _proxyMaterial: ShaderMaterial;\n private readonly _proxyMesh: Mesh;\n\n private _maxRange = 16383;\n private _minInverseSquaredRange = 1 / (this._maxRange * this._maxRange);\n /**\n * This limits the range of all the added lights, so even lights with extreme ranges will still have bounds for clustering.\n */\n @serialize()\n public get maxRange(): number {\n return this._maxRange;\n }\n\n public set maxRange(range: number) {\n if (this._maxRange === range) {\n return;\n }\n this._maxRange = range;\n this._minInverseSquaredRange = 1 / (range * range);\n }\n\n /**\n * Creates a new clustered light system with an initial set of lights.\n *\n * @param name The name of the clustered light container\n * @param lights The initial set of lights to add\n * @param scene The scene the clustered light container belongs to\n */\n constructor(name: string, lights: Light[] = [], scene?: Scene) {\n super(name, scene);\n const engine = this.getEngine();\n this._batchSize = ClusteredLightContainer._GetEngineBatchSize(engine);\n\n const proxyShader = { vertex: \"lightProxy\", fragment: \"lightProxy\" };\n const defines = [`CLUSTLIGHT_BATCH ${this._batchSize}`];\n if (this._scene.useRightHandedSystem) {\n defines.push(\"#define RIGHT_HANDED\");\n }\n this._proxyMaterial = new ShaderMaterial(\"ProxyMaterial\", this._scene, proxyShader, {\n attributes: [\"position\"],\n uniforms: [\"view\", \"projection\", \"tileMaskResolution\"],\n samplers: [\"lightDataTexture\"],\n uniformBuffers: [\"Scene\"],\n storageBuffers: [\"tileMaskBuffer\"],\n defines,\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (engine.isWebGPU) {\n await Promise.all([import(\"../../ShadersWGSL/lightProxy.vertex\"), import(\"../../ShadersWGSL/lightProxy.fragment\")]);\n } else {\n await Promise.all([import(\"../../Shaders/lightProxy.vertex\"), import(\"../../Shaders/lightProxy.fragment\")]);\n }\n },\n });\n\n // Additive blending is for merging masks on WebGL\n this._proxyMaterial.transparencyMode = ShaderMaterial.MATERIAL_ALPHABLEND;\n this._proxyMaterial.alphaMode = Constants.ALPHA_ADD;\n this._proxyMaterial.sideOrientation = Constants.MATERIAL_CounterClockWiseSideOrientation;\n\n this._proxyMesh = CreatePlane(\"ProxyMesh\", { size: 2 }, this._scene);\n // Make sure it doesn't render for the default scene\n this._scene.removeMesh(this._proxyMesh);\n this._proxyMesh.material = this._proxyMaterial;\n\n this._updateBatches();\n\n this._sliceRanges = new Float32Array(this._depthSlices * 2);\n\n if (this._batchSize > 0) {\n ClusteredLightContainer._SceneComponentInitialization(this._scene);\n for (const light of lights) {\n this.addLight(light);\n }\n }\n }\n\n public override getClassName(): string {\n return \"ClusteredLightContainer\";\n }\n\n // eslint-disable-next-line @typescript-eslint/naming-convention\n public override getTypeID(): number {\n return LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER;\n }\n\n /** @internal */\n public _updateBatches(camera: Nullable<Camera> = null): RenderTargetTexture {\n this._camera = camera;\n this._proxyMesh.isVisible = this._sortedLights.length > 0;\n\n // Ensure space for atleast 1 batch\n const batches = Math.max(Math.ceil(this._sortedLights.length / this._batchSize), 1);\n if (this._tileMaskBatches >= batches) {\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n return this._tileMaskTexture;\n }\n const engine = this.getEngine();\n // Round up to a batch size so we don't have to reallocate as often\n const maxLights = batches * this._batchSize;\n\n this._lightDataBuffer = new Float32Array(20 * maxLights);\n this._lightDataTexture?.dispose();\n this._lightDataTexture = new RawTexture(\n this._lightDataBuffer,\n 5,\n maxLights,\n Constants.TEXTUREFORMAT_RGBA,\n this._scene,\n false,\n false,\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\n Constants.TEXTURETYPE_FLOAT\n );\n this._lightDataTexture.name = \"LightDataTexture_clustered_\" + this.name;\n this._proxyMaterial.setTexture(\"lightDataTexture\", this._lightDataTexture);\n\n this._tileMaskTexture?.dispose();\n const textureSize = { width: this._horizontalTiles, height: this._verticalTiles };\n if (!engine.isWebGPU) {\n // In WebGL we shift the light proxy by the batch number\n textureSize.height *= batches;\n }\n this._tileMaskTexture = new RenderTargetTexture(\"TileMaskTexture\", textureSize, this._scene, {\n // We don't write anything on WebGPU so make it as small as possible\n type: engine.isWebGPU ? Constants.TEXTURETYPE_UNSIGNED_BYTE : Constants.TEXTURETYPE_FLOAT,\n format: Constants.TEXTUREFORMAT_RED,\n generateDepthBuffer: false,\n });\n\n this._tileMaskTexture.renderParticles = false;\n this._tileMaskTexture.renderSprites = false;\n this._tileMaskTexture.noPrePassRenderer = true;\n this._tileMaskTexture.renderList = [this._proxyMesh];\n\n let currentRenderTarget: Nullable<RenderTargetWrapper> = null;\n\n this._tileMaskTexture.onBeforeBindObservable.add(() => {\n currentRenderTarget = engine._currentRenderTarget;\n this._updateLightData();\n });\n\n this._tileMaskTexture.onAfterUnbindObservable.add(() => {\n if (engine._currentRenderTarget !== currentRenderTarget) {\n if (!currentRenderTarget) {\n engine.restoreDefaultFramebuffer();\n } else {\n engine.bindFramebuffer(currentRenderTarget);\n }\n }\n });\n\n this._tileMaskTexture.onClearObservable.add(() => {\n if (engine.isWebGPU) {\n // Clear the storage buffer for WebGPU\n this._tileMaskBuffer?.clear();\n } else {\n // Only clear the texture on WebGL\n engine.clear({ r: 0, g: 0, b: 0, a: 1 }, true, false);\n }\n });\n\n if (engine.isWebGPU) {\n // WebGPU also needs a storage buffer to write to\n this._tileMaskBuffer?.dispose();\n const bufferSize = this._horizontalTiles * this._verticalTiles * batches * 4;\n this._tileMaskBuffer = new StorageBuffer(<WebGPUEngine>engine, bufferSize);\n this._proxyMaterial.setStorageBuffer(\"tileMaskBuffer\", this._tileMaskBuffer);\n }\n\n this._proxyMaterial.setVector3(\"tileMaskResolution\", new Vector3(this._horizontalTiles, this.verticalTiles, batches));\n\n // We don't actually use the matrix data but we need enough capacity for the lights\n this._proxyMesh.thinInstanceSetBuffer(\"matrix\", new Float32Array(maxLights * 16));\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n this._tileMaskBatches = batches;\n return this._tileMaskTexture;\n }\n\n private _getSliceIndex(camera: Camera, depth: number): number {\n if (depth < camera.minZ) {\n // Prevent calling log on small or negative values\n return -1;\n }\n return Math.floor(Math.log(depth) * this._sliceScale + this._sliceBias);\n }\n\n private _updateLightData(): void {\n const camera = this._camera || this._scene.activeCamera;\n const renderId = this._scene.getRenderId();\n if (!camera || this._lightDataRenderId === renderId) {\n return;\n }\n this._lightDataRenderId = renderId;\n\n // Resort lights based on distance from camera\n const view = camera.getViewMatrix();\n for (const light of this._sortedLights) {\n const position = light.computeTransformedInformation() ? light.transformedPosition : light.position;\n const viewPosition = Vector3.TransformCoordinatesToRef(position, view, TmpVectors.Vector3[0]);\n light._currentViewDepth = this._scene.useRightHandedSystem ? -viewPosition.z : viewPosition.z;\n }\n this._sortedLights.sort((a, b) => a._currentViewDepth - b._currentViewDepth);\n\n // DOOM 2016 subdivision scheme, copied from: https://www.aortiz.me/2018/12/21/CG.html\n const logFarNear = Math.log(camera.maxZ / camera.minZ);\n this._sliceScale = this._depthSlices / logFarNear;\n this._sliceBias = -(this._depthSlices * Math.log(camera.minZ)) / logFarNear;\n\n this._sliceRanges.fill(0);\n // Last slice which had had its min index updated\n let minSlice = -1;\n\n const buf = this._lightDataBuffer;\n const offset = this._scene.floatingOriginOffset;\n\n for (let i = 0; i < this._sortedLights.length; i += 1) {\n const light = this._sortedLights[i];\n const off = i * 20;\n const computed = light.computeTransformedInformation();\n const scaledIntensity = light.getScaledIntensity();\n\n const position = computed ? light.transformedPosition : light.position;\n const diffuse = light.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\n const specular = light.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\n const range = Math.min(light.range, this.maxRange);\n const inverseSquaredRange = Math.max(light._inverseSquaredRange, this._minInverseSquaredRange);\n\n // vLightData\n buf[off + 0] = position.x - offset.x;\n buf[off + 1] = position.y - offset.y;\n buf[off + 2] = position.z - offset.z;\n buf[off + 3] = 0;\n // vLightDiffuse\n buf[off + 4] = diffuse.r;\n buf[off + 5] = diffuse.g;\n buf[off + 6] = diffuse.b;\n buf[off + 7] = range;\n // vLightSpecular\n buf[off + 8] = specular.r;\n buf[off + 9] = specular.g;\n buf[off + 10] = specular.b;\n buf[off + 11] = light.radius;\n // vLightDirection\n buf[off + 12] = 0;\n buf[off + 13] = 0;\n buf[off + 14] = 0;\n buf[off + 15] = -1;\n // vLightFalloff\n buf[off + 16] = range;\n buf[off + 17] = inverseSquaredRange;\n buf[off + 18] = 0;\n buf[off + 19] = 0;\n\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n const spotLight = <SpotLight>light;\n const direction = Vector3.NormalizeToRef(computed ? spotLight.transformedDirection : spotLight.direction, TmpVectors.Vector3[0]);\n\n // vLightData.a\n buf[off + 3] = spotLight.exponent;\n // vLightDirection\n buf[off + 12] = direction.x;\n buf[off + 13] = direction.y;\n buf[off + 14] = direction.z;\n buf[off + 15] = spotLight._cosHalfAngle;\n // vLightFalloff.zw\n buf[off + 18] = spotLight._lightAngleScale;\n buf[off + 19] = spotLight._lightAngleOffset;\n }\n\n // Update the depth slices that include this light\n const firstSlice = this._getSliceIndex(camera, light._currentViewDepth - range);\n const lastSlice = this._getSliceIndex(camera, light._currentViewDepth + range);\n for (let j = firstSlice; j <= lastSlice; j += 1) {\n if (j < 0 || j >= this._depthSlices) {\n continue;\n } else if (j > minSlice) {\n // Update min index\n this._sliceRanges[j * 2] = i;\n minSlice = j;\n }\n // Update max index\n this._sliceRanges[j * 2 + 1] = i;\n }\n }\n\n const engine = this.getEngine();\n if (engine.isWebGPU) {\n // Whenever the light data changes we have to flush pending WebGPU command buffers so that\n // previous render passes use the old data and later render passes use the new data.\n engine.flushFramebuffer();\n }\n this._lightDataTexture.update(this._lightDataBuffer);\n }\n\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void {\n for (const light of this._lights) {\n light.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n this._lightDataTexture.dispose();\n this._tileMaskTexture.dispose();\n this._tileMaskBuffer?.dispose();\n this._proxyMesh.dispose(doNotRecurse, disposeMaterialAndTextures);\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n\n /**\n * Adds a light to the clustering system.\n * @param light The light to add\n */\n public addLight(light: Light): void {\n if (!ClusteredLightContainer.IsLightSupported(light)) {\n Logger.Warn(\"Attempting to add a light to cluster that does not support clustering\");\n return;\n }\n this._scene.removeLight(light);\n this._lights.push(light);\n this._sortedLights.push(<PointLight | SpotLight>light);\n\n this._proxyMesh.isVisible = true;\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n }\n\n /**\n * Removes a light from the clustering system.\n * @param light The light to remove\n * @returns the index where the light was in the light list\n */\n public removeLight(light: Light): number {\n // Convert to `Light` array without cast so `indexOf` has correct typing\n const sortedLights: Light[] = this._sortedLights;\n const sortedIndex = sortedLights.indexOf(light);\n if (sortedIndex !== -1) {\n sortedLights.splice(sortedIndex, 1);\n\n this._proxyMesh.thinInstanceCount = sortedLights.length;\n if (sortedLights.length === 0) {\n this._proxyMesh.isVisible = false;\n }\n }\n\n const index = this._lights.indexOf(light);\n if (index !== -1) {\n this._lights.splice(index, 1);\n // We treat the unsorted array as the \"real\" one so only add back to the scene if it was found in that\n this._scene.addLight(light);\n }\n return index;\n }\n\n protected override _buildUniformLayout(): void {\n this._uniformBuffer.addUniform(\"vLightData\", 4);\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\n this._uniformBuffer.addUniform(\"vSliceData\", 2);\n // _depthSlices might not be initialized yet\n this._uniformBuffer.addUniform(\"vSliceRanges\", 2, this._depthSlices ?? DefaultDepthSlices);\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\n this._uniformBuffer.addUniform(\"depthValues\", 2);\n this._uniformBuffer.create();\n }\n\n public override transferToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n const hscale = this._horizontalTiles / engine.getRenderWidth();\n const vscale = this._verticalTiles / engine.getRenderHeight();\n this._uniformBuffer.updateFloat4(\"vLightData\", hscale, vscale, this._verticalTiles, this._tileMaskBatches, lightIndex);\n this._uniformBuffer.updateFloat2(\"vSliceData\", this._sliceScale, this._sliceBias, lightIndex);\n this._uniformBuffer.updateFloatArray(\"vSliceRanges\", this._sliceRanges, lightIndex);\n return this;\n }\n\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n effect.setTexture(\"lightDataTexture\" + lightIndex, this._lightDataTexture);\n if (engine.isWebGPU) {\n (<WebGPUEngine>engine).setStorageBuffer(\"tileMaskBuffer\" + lightIndex, this._tileMaskBuffer);\n } else {\n effect.setTexture(\"tileMaskTexture\" + lightIndex, this._tileMaskTexture);\n }\n return this;\n }\n\n public override transferToNodeMaterialEffect(_effect: Effect): Light {\n return this;\n }\n\n public override prepareLightSpecificDefines(defines: any, lightIndex: number): void {\n defines[\"CLUSTLIGHT\" + lightIndex] = true;\n defines[\"CLUSTLIGHT_BATCH\"] = this._batchSize;\n defines[\"CLUSTLIGHT_SLICES\"] = this._depthSlices;\n }\n\n public override _isReady(): boolean {\n this._updateBatches();\n return this._proxyMesh.isReady(true, true);\n }\n}\n\n// Register Class Name\nRegisterClass(\"BABYLON.ClusteredLightContainer\", ClusteredLightContainer);\n"]}
@@ -17,6 +17,10 @@ export interface IVertexPullingMetadata {
17
17
  * Type of the vertex buffer (e.g., float, int)
18
18
  */
19
19
  type: number;
20
+ /**
21
+ * Whether integer data should be normalized when read
22
+ */
23
+ normalized: boolean;
20
24
  }
21
25
  /**
22
26
  * Prepares vertex pulling uniforms for the given attributes and mesh
@@ -36,10 +36,12 @@ export function PrepareVertexPullingUniforms(geometry) {
36
36
  const offset = vertexBuffer.byteOffset;
37
37
  const stride = vertexBuffer.byteStride;
38
38
  const type = vertexBuffer.type;
39
+ const normalized = vertexBuffer.normalized;
39
40
  metadata.set(vb, {
40
41
  offset: offset,
41
42
  stride: stride,
42
43
  type: type,
44
+ normalized: normalized,
43
45
  });
44
46
  }
45
47
  }
@@ -53,8 +55,8 @@ export function PrepareVertexPullingUniforms(geometry) {
53
55
  export function BindVertexPullingUniforms(effect, metadata) {
54
56
  metadata.forEach((data, attribute) => {
55
57
  const uniformName = `vp_${attribute}_info`;
56
- // Pack into vec3: (offset, stride, type)
57
- effect.setFloat3(uniformName, data.offset, data.stride, data.type);
58
+ // Pack into vec4: (offset, stride, type, normalized)
59
+ effect.setFloat4(uniformName, data.offset, data.stride, data.type, data.normalized ? 1 : 0);
58
60
  });
59
61
  }
60
62
  //# sourceMappingURL=vertexPullingHelper.functions.js.map
@@ -1 +1 @@
1
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1
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package/Misc/index.d.ts CHANGED
@@ -18,6 +18,7 @@ export * from "./smartArray.js";
18
18
  export * from "./stringDictionary.js";
19
19
  export * from "./tags.js";
20
20
  export * from "./textureTools.js";
21
+ export * from "./arrayTools.js";
21
22
  export * from "../Shaders/lodCube.fragment.js";
22
23
  export * from "../Shaders/lod.fragment.js";
23
24
  export * from "../ShadersWGSL/lodCube.fragment.js";
package/Misc/index.js CHANGED
@@ -19,6 +19,7 @@ export * from "./smartArray.js";
19
19
  export * from "./stringDictionary.js";
20
20
  export * from "./tags.js";
21
21
  export * from "./textureTools.js";
22
+ export * from "./arrayTools.js";
22
23
  // loaded from texture tools
23
24
  export * from "../Shaders/lodCube.fragment.js";
24
25
  export * from "../Shaders/lod.fragment.js";
package/Misc/index.js.map CHANGED
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/no-restricted-imports */\r\nexport * from \"./andOrNotEvaluator\";\r\nexport * from \"./assetsManager\";\r\nexport * from \"./basis\";\r\nexport * from \"./dds\";\r\nexport * from \"./decorators\";\r\nexport * from \"./deferred\";\r\nexport * from \"./environmentTextureTools\";\r\nexport * from \"./meshExploder\";\r\nexport * from \"./filesInput\";\r\nexport * from \"./HighDynamicRange/index\";\r\nexport * from \"./khronosTextureContainer\";\r\nexport * from \"./observable\";\r\nexport * from \"./observable.extensions\";\r\nexport * from \"./performanceMonitor\";\r\nexport * from \"./sceneOptimizer\";\r\nexport * from \"./sceneSerializer\";\r\nexport * from \"./smartArray\";\r\nexport * from \"./stringDictionary\";\r\nexport * from \"./tags\";\r\nexport * from \"./textureTools\";\r\n// loaded from texture tools\r\nexport * from \"../Shaders/lodCube.fragment\";\r\nexport * from \"../Shaders/lod.fragment\";\r\nexport * from \"../ShadersWGSL/lodCube.fragment\";\r\nexport * from \"../ShadersWGSL/lod.fragment\";\r\nexport * from \"./tga\";\r\nexport * from \"./tools\";\r\nexport * from \"./videoRecorder\";\r\nexport * from \"./virtualJoystick\";\r\nexport * from \"./workerPool\";\r\nexport * from \"./logger\";\r\nexport * from \"./typeStore\";\r\nexport * from \"./filesInputStore\";\r\nexport * from \"./deepCopier\";\r\nexport * from \"./deepMerger\";\r\nexport * from \"./pivotTools\";\r\nexport * from \"./precisionDate\";\r\nexport * from \"./screenshotTools\";\r\nexport * from \"./webRequest\";\r\nexport * from \"./iInspectable\";\r\nexport * from \"./brdfTextureTools\";\r\nexport * from \"./rgbdTextureTools\";\r\nexport * from \"./gradients\";\r\nexport * from \"./perfCounter\";\r\nexport * from \"./fileRequest\";\r\nexport * from \"./customAnimationFrameRequester\";\r\nexport * from \"./retryStrategy\";\r\nexport * from \"./interfaces/screenshotSize\";\r\nexport * from \"./interfaces/iPerfViewer\";\r\nexport * from \"./fileTools\";\r\nexport * from \"./stringTools\";\r\nexport * from \"./dataReader\";\r\nexport * from \"./minMaxReducer\";\r\nexport * from \"./depthReducer\";\r\nexport * from \"./dataStorage\";\r\nexport * from \"./sceneRecorder\";\r\nexport * from \"./khronosTextureContainer2\";\r\nexport * from \"./trajectoryClassifier\";\r\nexport * from \"./timer\";\r\nexport * from \"./copyTools\";\r\nexport * from \"./reflector\";\r\nexport * from \"./domManagement\";\r\nexport * from \"./pressureObserverWrapper\";\r\nexport * from \"./PerformanceViewer/index\";\r\nexport * from \"./coroutine\";\r\nexport * from \"./guid\";\r\nexport * from \"./error\";\r\nexport * from \"./snapshotRenderingHelper\";\r\n// eslint-disable-next-line import/export\r\nexport * from \"./observableCoroutine\";\r\nexport * from \"./copyTextureToTexture\";\r\nexport * from \"./areaLightsTextureTools\";\r\nexport { DumpTools, EncodeImageAsync } from \"./dumpTools\";\r\nexport * from \"./greasedLineTools\";\r\nexport * from \"./equirectangularCapture\";\r\nexport * from \"./decorators.serialization\";\r\nexport * from \"./asyncLock\";\r\nexport * from \"./bitArray\";\r\nexport * from \"./urlTools\";\r\nexport * from \"./lazy\";\r\nexport * from \"./uniqueIdGenerator\";\r\nexport { workerFunction as KTX2WorkerFunction, initializeWebWorker as KTX2InitializeWebWorker } from \"./khronosTextureContainer2Worker\";\r\n\r\n// RGBDTextureTools\r\nexport * from \"../Shaders/rgbdDecode.fragment\";\r\nexport * from \"../Shaders/rgbdEncode.fragment\";\r\nexport * from \"../ShadersWGSL/rgbdDecode.fragment\";\r\nexport * from \"../ShadersWGSL/rgbdEncode.fragment\";\r\n\r\n// CopyTextureToTexture\r\nexport * from \"../Shaders/copyTextureToTexture.fragment\";\r\nexport * from \"../ShadersWGSL/copyTextureToTexture.fragment\";\r\n\r\n// Area Light Texture\r\nexport * from \"../Shaders/areaLightTextureProcessing.fragment\";\r\nexport * from \"../ShadersWGSL/areaLightTextureProcessing.fragment\";\r\nexport * from \"./tools.internals\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/index.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,cAAc,qBAAqB,CAAC;AACpC,cAAc,iBAAiB,CAAC;AAChC,cAAc,SAAS,CAAC;AACxB,cAAc,OAAO,CAAC;AACtB,cAAc,cAAc,CAAC;AAC7B,cAAc,YAAY,CAAC;AAC3B,cAAc,2BAA2B,CAAC;AAC1C,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC;AAC7B,cAAc,0BAA0B,CAAC;AACzC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,cAAc,CAAC;AAC7B,cAAc,yBAAyB,CAAC;AACxC,cAAc,sBAAsB,CAAC;AACrC,cAAc,kBAAkB,CAAC;AACjC,cAAc,mBAAmB,CAAC;AAClC,cAAc,cAAc,CAAC;AAC7B,cAAc,oBAAoB,CAAC;AACnC,cAAc,QAAQ,CAAC;AACvB,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC;AAC7B,4BAA4B;AAC5B,cAAc,6BAA6B,CAAC;AAC5C,cAAc,yBAAyB,CAAC;AACxC,cAAc,iCAAiC,CAAC;AAChD,cAAc,6BAA6B,CAAC;AAC5C,cAAc,OAAO,CAAC;AACtB,cAAc,SAAS,CAAC;AACxB,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,cAAc,CAAC;AAC7B,cAAc,UAAU,CAAC;AACzB,cAAc,aAAa,CAAC;AAC5B,cAAc,mBAAmB,CAAC;AAClC,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,oBAAoB,CAAC;AACnC,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,eAAe,CAAC;AAC9B,cAAc,iCAAiC,CAAC;AAChD,cAAc,iBAAiB,CAAC;AAChC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,0BAA0B,CAAC;AACzC,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,cAAc,CAAC;AAC7B,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC;AAChC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,wBAAwB,CAAC;AACvC,cAAc,SAAS,CAAC;AACxB,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,aAAa,CAAC;AAC5B,cAAc,QAAQ,CAAC;AACvB,cAAc,SAAS,CAAC;AACxB,cAAc,2BAA2B,CAAC;AAC1C,yCAAyC;AACzC,cAAc,uBAAuB,CAAC;AACtC,cAAc,wBAAwB,CAAC;AACvC,cAAc,0BAA0B,CAAC;AACzC,OAAO,EAAE,SAAS,EAAE,gBAAgB,EAAE,MAAM,aAAa,CAAC;AAC1D,cAAc,oBAAoB,CAAC;AACnC,cAAc,0BAA0B,CAAC;AACzC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,aAAa,CAAC;AAC5B,cAAc,YAAY,CAAC;AAC3B,cAAc,YAAY,CAAC;AAC3B,cAAc,QAAQ,CAAC;AACvB,cAAc,qBAAqB,CAAC;AACpC,OAAO,EAAE,cAAc,IAAI,kBAAkB,EAAE,mBAAmB,IAAI,uBAAuB,EAAE,MAAM,kCAAkC,CAAC;AAExI,mBAAmB;AACnB,cAAc,gCAAgC,CAAC;AAC/C,cAAc,gCAAgC,CAAC;AAC/C,cAAc,oCAAoC,CAAC;AACnD,cAAc,oCAAoC,CAAC;AAEnD,uBAAuB;AACvB,cAAc,0CAA0C,CAAC;AACzD,cAAc,8CAA8C,CAAC;AAE7D,qBAAqB;AACrB,cAAc,gDAAgD,CAAC;AAC/D,cAAc,oDAAoD,CAAC;AACnE,cAAc,mBAAmB,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nexport * from \"./andOrNotEvaluator\";\r\nexport * from \"./assetsManager\";\r\nexport * from \"./basis\";\r\nexport * from \"./dds\";\r\nexport * from \"./decorators\";\r\nexport * from \"./deferred\";\r\nexport * from \"./environmentTextureTools\";\r\nexport * from \"./meshExploder\";\r\nexport * from \"./filesInput\";\r\nexport * from \"./HighDynamicRange/index\";\r\nexport * from \"./khronosTextureContainer\";\r\nexport * from \"./observable\";\r\nexport * from \"./observable.extensions\";\r\nexport * from \"./performanceMonitor\";\r\nexport * from \"./sceneOptimizer\";\r\nexport * from \"./sceneSerializer\";\r\nexport * from \"./smartArray\";\r\nexport * from \"./stringDictionary\";\r\nexport * from \"./tags\";\r\nexport * from \"./textureTools\";\r\nexport * from \"./arrayTools\";\r\n// loaded from texture tools\r\nexport * from \"../Shaders/lodCube.fragment\";\r\nexport * from \"../Shaders/lod.fragment\";\r\nexport * from \"../ShadersWGSL/lodCube.fragment\";\r\nexport * from \"../ShadersWGSL/lod.fragment\";\r\nexport * from \"./tga\";\r\nexport * from \"./tools\";\r\nexport * from \"./videoRecorder\";\r\nexport * from \"./virtualJoystick\";\r\nexport * from \"./workerPool\";\r\nexport * from \"./logger\";\r\nexport * from \"./typeStore\";\r\nexport * from \"./filesInputStore\";\r\nexport * from \"./deepCopier\";\r\nexport * from \"./deepMerger\";\r\nexport * from \"./pivotTools\";\r\nexport * from \"./precisionDate\";\r\nexport * from \"./screenshotTools\";\r\nexport * from \"./webRequest\";\r\nexport * from \"./iInspectable\";\r\nexport * from \"./brdfTextureTools\";\r\nexport * from \"./rgbdTextureTools\";\r\nexport * from \"./gradients\";\r\nexport * from \"./perfCounter\";\r\nexport * from \"./fileRequest\";\r\nexport * from \"./customAnimationFrameRequester\";\r\nexport * from \"./retryStrategy\";\r\nexport * from \"./interfaces/screenshotSize\";\r\nexport * from \"./interfaces/iPerfViewer\";\r\nexport * from \"./fileTools\";\r\nexport * from \"./stringTools\";\r\nexport * from \"./dataReader\";\r\nexport * from \"./minMaxReducer\";\r\nexport * from \"./depthReducer\";\r\nexport * from \"./dataStorage\";\r\nexport * from \"./sceneRecorder\";\r\nexport * from \"./khronosTextureContainer2\";\r\nexport * from \"./trajectoryClassifier\";\r\nexport * from \"./timer\";\r\nexport * from \"./copyTools\";\r\nexport * from \"./reflector\";\r\nexport * from \"./domManagement\";\r\nexport * from \"./pressureObserverWrapper\";\r\nexport * from \"./PerformanceViewer/index\";\r\nexport * from \"./coroutine\";\r\nexport * from \"./guid\";\r\nexport * from \"./error\";\r\nexport * from \"./snapshotRenderingHelper\";\r\n// eslint-disable-next-line import/export\r\nexport * from \"./observableCoroutine\";\r\nexport * from \"./copyTextureToTexture\";\r\nexport * from \"./areaLightsTextureTools\";\r\nexport { DumpTools, EncodeImageAsync } from \"./dumpTools\";\r\nexport * from \"./greasedLineTools\";\r\nexport * from \"./equirectangularCapture\";\r\nexport * from \"./decorators.serialization\";\r\nexport * from \"./asyncLock\";\r\nexport * from \"./bitArray\";\r\nexport * from \"./urlTools\";\r\nexport * from \"./lazy\";\r\nexport * from \"./uniqueIdGenerator\";\r\nexport { workerFunction as KTX2WorkerFunction, initializeWebWorker as KTX2InitializeWebWorker } from \"./khronosTextureContainer2Worker\";\r\n\r\n// RGBDTextureTools\r\nexport * from \"../Shaders/rgbdDecode.fragment\";\r\nexport * from \"../Shaders/rgbdEncode.fragment\";\r\nexport * from \"../ShadersWGSL/rgbdDecode.fragment\";\r\nexport * from \"../ShadersWGSL/rgbdEncode.fragment\";\r\n\r\n// CopyTextureToTexture\r\nexport * from \"../Shaders/copyTextureToTexture.fragment\";\r\nexport * from \"../ShadersWGSL/copyTextureToTexture.fragment\";\r\n\r\n// Area Light Texture\r\nexport * from \"../Shaders/areaLightTextureProcessing.fragment\";\r\nexport * from \"../ShadersWGSL/areaLightTextureProcessing.fragment\";\r\nexport * from \"./tools.internals\";\r\n"]}
@@ -16,61 +16,70 @@ var<storage,read> indices : array<u32>;
16
16
  #endif
17
17
  var<storage,read> position : array<f32>;
18
18
  #if NUM_BONE_INFLUENCERS>0
19
- var<storage,read> matricesIndices : array<u32>;var<storage,read> matricesWeights : array<f32>;uniform vp_matricesIndices_info: vec3f;uniform vp_matricesWeights_info: vec3f;
19
+ var<storage,read> matricesIndices : array<u32>;var<storage,read> matricesWeights : array<f32>;uniform vp_matricesIndices_info : vec4f;uniform vp_matricesWeights_info : vec4f;
20
20
  #if NUM_BONE_INFLUENCERS>4
21
- var<storage,read> matricesIndicesExtra : array<u32>;var<storage,read> matricesWeightsExtra : array<f32>;uniform vp_matricesIndicesExtra_info: vec3f;uniform vp_matricesWeightsExtra_info: vec3f;
21
+ var<storage,read> matricesIndicesExtra : array<u32>;var<storage,read> matricesWeightsExtra : array<f32>;uniform vp_matricesIndicesExtra_info : vec4f;uniform vp_matricesWeightsExtra_info : vec4f;
22
22
  #endif
23
23
  #endif
24
- uniform world : mat4x4f;uniform invWorldScale: mat4x4f;varying vNormalizedPosition : vec3f;flat varying f_swizzle: i32;uniform vp_position_info: vec3f;
25
- fn convertToFloat(word: u32,byteInWord: u32,dataType: u32)->f32 {switch (dataType) {case 5120u: {
26
- let shift=byteInWord*8u;let value=(word>>shift) & 0xFFu;return f32(i32(value<<24u)>>24u)/127.0; }
24
+ uniform invWorldScale : mat4x4f;varying vNormalizedPosition : vec3f;flat varying f_swizzle : i32;uniform vp_position_info : vec4f;
25
+ fn convertToFloat(word : u32,byteInWord : u32,dataType : u32,
26
+ normalized : bool)->f32 {switch (dataType) {case 5120u: {
27
+ let shift=byteInWord*8u;let value=(word>>shift) & 0xFFu;let signedValue=f32(i32(value<<24u)>>24u);if (normalized) {return signedValue/127.0;}
28
+ return signedValue;}
27
29
  case 5121u: {
28
- let shift=byteInWord*8u;let value=(word>>shift) & 0xFFu;return f32(value)/255.0;}
30
+ let shift=byteInWord*8u;let value=(word>>shift) & 0xFFu;if (normalized) {return f32(value)/255.0;}
31
+ return f32(value);}
29
32
  case 5122u: {
30
33
  let shift=(byteInWord & 0xFFFFFFFEu)*8u;
31
- let value=(word>>shift) & 0xFFFFu;return f32(i32(value<<16u)>>16u);}
34
+ let value=(word>>shift) & 0xFFFFu;let signedValue=f32(i32(value<<16u)>>16u);if (normalized) {return signedValue/32767.0;}
35
+ return signedValue;}
32
36
  case 5123u: {
33
37
  let shift=(byteInWord & 0xFFFFFFFEu)*8u;
34
- let value=(word>>shift) & 0xFFFFu;return f32(value);}
38
+ let value=(word>>shift) & 0xFFFFu;if (normalized) {return f32(value)/65535.0;}
39
+ return f32(value);}
35
40
  case 5126u: {
36
41
  return bitcast<f32>(word);}
37
42
  default: {return 0.0;}}}
38
- fn readPositionValue(byteOffset: u32,dataType: u32)->f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word: u32=bitcast<u32>(position[wordOffset]);return convertToFloat(word,byteInWord,dataType);}
39
- fn readVertexPosition(info: vec3f,vertexIndex: u32)->vec3f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec3f(
40
- readPositionValue(offset,dataType),
41
- readPositionValue(offset+componentSize,dataType),
42
- readPositionValue(offset+componentSize*2u,dataType)
43
- );}
43
+ fn readPositionValue(byteOffset : u32,dataType : u32,normalized : bool)
44
+ -> f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word : u32=bitcast<u32>(position[wordOffset]);return convertToFloat(word,byteInWord,dataType,normalized);}
45
+ fn readVertexPosition(info : vec4f,vertexIndex : u32)->vec3f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let normalized=info.w != 0.0;let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec3f(
46
+ readPositionValue(offset,dataType,normalized),
47
+ readPositionValue(offset+componentSize,dataType,normalized),
48
+ readPositionValue(offset+componentSize*2u,dataType,normalized));}
44
49
  #if NUM_BONE_INFLUENCERS>0
45
- fn readMatrixIndexValue(byteOffset: u32,dataType: u32)->f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word: u32=matricesIndices[wordOffset];return convertToFloat(word,byteInWord,dataType);}
46
- fn readMatrixIndices(info: vec3f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(
47
- readMatrixIndexValue(offset,dataType),
48
- readMatrixIndexValue(offset+componentSize,dataType),
49
- readMatrixIndexValue(offset+componentSize*2u,dataType),
50
- readMatrixIndexValue(offset+componentSize*3u,dataType)
51
- );}
52
- fn readMatrixWeightValue(byteOffset: u32,dataType: u32)->f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word: u32=bitcast<u32>(matricesWeights[wordOffset]);return convertToFloat(word,byteInWord,dataType);}
53
- fn readMatrixWeights(info: vec3f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(
54
- readMatrixWeightValue(offset,dataType),
55
- readMatrixWeightValue(offset+componentSize,dataType),
56
- readMatrixWeightValue(offset+componentSize*2u,dataType),
57
- readMatrixWeightValue(offset+componentSize*3u,dataType)
58
- );}
50
+ fn readMatrixIndexValue(byteOffset : u32,dataType : u32,normalized : bool)
51
+ -> f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word : u32=matricesIndices[wordOffset];return convertToFloat(word,byteInWord,dataType,normalized);}
52
+ fn readMatrixIndices(info : vec4f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let normalized=info.w != 0.0;let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(
53
+ readMatrixIndexValue(offset,dataType,normalized),
54
+ readMatrixIndexValue(offset+componentSize,dataType,normalized),
55
+ readMatrixIndexValue(offset+componentSize*2u,dataType,normalized),
56
+ readMatrixIndexValue(offset+componentSize*3u,dataType,normalized));}
57
+ fn readMatrixWeightValue(byteOffset : u32,dataType : u32,normalized : bool)
58
+ -> f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word : u32=bitcast<u32>(matricesWeights[wordOffset]);return convertToFloat(word,byteInWord,dataType,normalized);}
59
+ fn readMatrixWeights(info : vec4f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let normalized=info.w != 0.0;let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(
60
+ readMatrixWeightValue(offset,dataType,normalized),
61
+ readMatrixWeightValue(offset+componentSize,dataType,normalized),
62
+ readMatrixWeightValue(offset+componentSize*2u,dataType,normalized),
63
+ readMatrixWeightValue(offset+componentSize*3u,dataType,normalized));}
59
64
  #if NUM_BONE_INFLUENCERS>4
60
- fn readMatrixIndexExtraValue(byteOffset: u32,dataType: u32)->f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word : u32=matricesIndicesExtra[wordOffset];return convertToFloat(word,byteInWord,dataType);}
61
- fn readMatrixIndicesExtra(info: vec3f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(
62
- readMatrixIndexExtraValue(offset,dataType),
63
- readMatrixIndexExtraValue(offset+componentSize,dataType),
64
- readMatrixIndexExtraValue(offset+componentSize*2u,dataType),
65
- readMatrixIndexExtraValue(offset+componentSize*3u,dataType)
66
- );}
67
- fn readMatrixWeightExtraValue(byteOffset: u32,dataType: u32)->f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word: u32=bitcast<u32>(matricesWeightsExtra[wordOffset]);return convertToFloat(word,byteInWord,dataType);}
68
- fn readMatrixWeightsExtra(info : vec3f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(
69
- readMatrixWeightExtraValue(offset,dataType),
70
- readMatrixWeightExtraValue(offset+componentSize,dataType),
71
- readMatrixWeightExtraValue(offset+componentSize*2u,dataType),
72
- readMatrixWeightExtraValue(offset+componentSize*3u,dataType)
73
- );}
65
+ fn readMatrixIndexExtraValue(byteOffset : u32,dataType : u32,
66
+ normalized : bool)->f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word : u32=matricesIndicesExtra[wordOffset];return convertToFloat(word,byteInWord,dataType,normalized);}
67
+ fn readMatrixIndicesExtra(info : vec4f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let normalized=info.w != 0.0;let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(
68
+ readMatrixIndexExtraValue(offset,dataType,normalized),
69
+ readMatrixIndexExtraValue(offset+componentSize,dataType,normalized),
70
+ readMatrixIndexExtraValue(offset+componentSize*2u,dataType,
71
+ normalized),
72
+ readMatrixIndexExtraValue(offset+componentSize*3u,dataType,
73
+ normalized));}
74
+ fn readMatrixWeightExtraValue(byteOffset : u32,dataType : u32,
75
+ normalized : bool)->f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word : u32=bitcast<u32>(matricesWeightsExtra[wordOffset]);return convertToFloat(word,byteInWord,dataType,normalized);}
76
+ fn readMatrixWeightsExtra(info : vec4f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let normalized=info.w != 0.0;let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(
77
+ readMatrixWeightExtraValue(offset,dataType,normalized),
78
+ readMatrixWeightExtraValue(offset+componentSize,dataType,normalized),
79
+ readMatrixWeightExtraValue(offset+componentSize*2u,dataType,
80
+ normalized),
81
+ readMatrixWeightExtraValue(offset+componentSize*3u,dataType,
82
+ normalized));}
74
83
  #endif
75
84
  #endif
76
85
  fn readVertexIndex(index : u32)->u32 {
@@ -1 +1 @@
1
- {"version":3,"file":"iblVoxelGrid.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblVoxelGrid.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyGd,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,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"iblVoxelGridVertexShader\";\nconst shader = `#include <bakedVertexAnimationDeclaration>\n#include <bonesDeclaration>(attribute matricesIndices : vec4f;,,attribute matricesWeights : vec4f;,,attribute matricesIndicesExtra : vec4f;,,attribute matricesWeightsExtra : vec4f;,)\n#include <helperFunctions>\n#include <instancesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef VERTEX_PULLING_USE_INDEX_BUFFER\nvar<storage,read> indices : array<u32>;\n#endif\nvar<storage,read> position : array<f32>;\n#if NUM_BONE_INFLUENCERS>0\nvar<storage,read> matricesIndices : array<u32>;var<storage,read> matricesWeights : array<f32>;uniform vp_matricesIndices_info: vec3f;uniform vp_matricesWeights_info: vec3f;\n#if NUM_BONE_INFLUENCERS>4\nvar<storage,read> matricesIndicesExtra : array<u32>;var<storage,read> matricesWeightsExtra : array<f32>;uniform vp_matricesIndicesExtra_info: vec3f;uniform vp_matricesWeightsExtra_info: vec3f;\n#endif\n#endif\nuniform world : mat4x4f;uniform invWorldScale: mat4x4f;varying vNormalizedPosition : vec3f;flat varying f_swizzle: i32;uniform vp_position_info: vec3f; \nfn convertToFloat(word: u32,byteInWord: u32,dataType: u32)->f32 {switch (dataType) {case 5120u: { \nlet shift=byteInWord*8u;let value=(word>>shift) & 0xFFu;return f32(i32(value<<24u)>>24u)/127.0; }\ncase 5121u: { \nlet shift=byteInWord*8u;let value=(word>>shift) & 0xFFu;return f32(value)/255.0;}\ncase 5122u: { \nlet shift=(byteInWord & 0xFFFFFFFEu)*8u; \nlet value=(word>>shift) & 0xFFFFu;return f32(i32(value<<16u)>>16u);}\ncase 5123u: { \nlet shift=(byteInWord & 0xFFFFFFFEu)*8u; \nlet value=(word>>shift) & 0xFFFFu;return f32(value);}\ncase 5126u: { \nreturn bitcast<f32>(word);}\ndefault: {return 0.0;}}}\nfn readPositionValue(byteOffset: u32,dataType: u32)->f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word: u32=bitcast<u32>(position[wordOffset]);return convertToFloat(word,byteInWord,dataType);}\nfn readVertexPosition(info: vec3f,vertexIndex: u32)->vec3f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec3f(\nreadPositionValue(offset,dataType),\nreadPositionValue(offset+componentSize,dataType),\nreadPositionValue(offset+componentSize*2u,dataType)\n);}\n#if NUM_BONE_INFLUENCERS>0\nfn readMatrixIndexValue(byteOffset: u32,dataType: u32)->f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word: u32=matricesIndices[wordOffset];return convertToFloat(word,byteInWord,dataType);}\nfn readMatrixIndices(info: vec3f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(\nreadMatrixIndexValue(offset,dataType),\nreadMatrixIndexValue(offset+componentSize,dataType),\nreadMatrixIndexValue(offset+componentSize*2u,dataType),\nreadMatrixIndexValue(offset+componentSize*3u,dataType)\n);}\nfn readMatrixWeightValue(byteOffset: u32,dataType: u32)->f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word: u32=bitcast<u32>(matricesWeights[wordOffset]);return convertToFloat(word,byteInWord,dataType);}\nfn readMatrixWeights(info: vec3f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(\nreadMatrixWeightValue(offset,dataType),\nreadMatrixWeightValue(offset+componentSize,dataType),\nreadMatrixWeightValue(offset+componentSize*2u,dataType),\nreadMatrixWeightValue(offset+componentSize*3u,dataType)\n);}\n#if NUM_BONE_INFLUENCERS>4\nfn readMatrixIndexExtraValue(byteOffset: u32,dataType: u32)->f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word : u32=matricesIndicesExtra[wordOffset];return convertToFloat(word,byteInWord,dataType);}\nfn readMatrixIndicesExtra(info: vec3f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(\nreadMatrixIndexExtraValue(offset,dataType),\nreadMatrixIndexExtraValue(offset+componentSize,dataType),\nreadMatrixIndexExtraValue(offset+componentSize*2u,dataType),\nreadMatrixIndexExtraValue(offset+componentSize*3u,dataType)\n);}\nfn readMatrixWeightExtraValue(byteOffset: u32,dataType: u32)->f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word: u32=bitcast<u32>(matricesWeightsExtra[wordOffset]);return convertToFloat(word,byteInWord,dataType);}\nfn readMatrixWeightsExtra(info : vec3f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(\nreadMatrixWeightExtraValue(offset,dataType),\nreadMatrixWeightExtraValue(offset+componentSize,dataType),\nreadMatrixWeightExtraValue(offset+componentSize*2u,dataType),\nreadMatrixWeightExtraValue(offset+componentSize*3u,dataType)\n);}\n#endif\n#endif\nfn readVertexIndex(index : u32)->u32 {\n#ifndef VERTEX_PULLING_USE_INDEX_BUFFER\nreturn index;\n#else\n#ifdef VERTEX_PULLING_INDEX_BUFFER_32BITS\nreturn indices[index];\n#else\nlet u32_index=index/2u;let bit_offset=(index & 1u)*16u;return (indices[u32_index]>>bit_offset) & 0xFFFFu;\n#endif\n#endif\n}\nfn calculateTriangleNormal(v0\n: vec3<f32>,v1\n: vec3<f32>,v2\n: vec3<f32>)\n->vec3<f32> {let edge1=v1-v0;let edge2=v2-v0;let triangleNormal=cross(edge1,edge2);let normalizedTriangleNormal=normalize(triangleNormal);return normalizedTriangleNormal;}\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#include <morphTargetsVertexGlobal>\nvar triPositions: array<vec3f,3>;var thisTriIndex : u32=input.vertexIndex; \nfor (var i: u32=0u; i<3u; i=i+1u) {var provokingVertNum : u32=input.vertexIndex/3*3;let vertIdx=readVertexIndex(provokingVertNum+i);if (provokingVertNum+i==input.vertexIndex) {thisTriIndex=i;}\nvar positionUpdated=readVertexPosition(uniforms.vp_position_info,vertIdx);\n#include <instancesVertex>\nlet inputPosition: vec3f=positionUpdated;\n#include <morphTargetsVertex>(vertexInputs.position\\\\),inputPosition),vertexInputs.vertexIndex,vertIdx)[0..maxSimultaneousMorphTargets]\n#if NUM_BONE_INFLUENCERS>0\nlet matrixIndex=readMatrixIndices(uniforms.vp_matricesIndices_info,vertIdx);let matrixWeight=readMatrixWeights(uniforms.vp_matricesWeights_info,vertIdx);\n#if NUM_BONE_INFLUENCERS>4\nlet matrixIndexExtra=readMatrixIndicesExtra(uniforms.vp_matricesIndicesExtra_info,vertIdx);let matrixWeightExtra=readMatrixWeightsExtra(uniforms.vp_matricesWeightsExtra_info,vertIdx);\n#endif\n#endif\n#include<bonesVertex>(vertexInputs.matricesIndices,matrixIndex,vertexInputs.matricesWeights,matrixWeight,vertexInputs.matricesIndicesExtra,matrixIndexExtra,vertexInputs.matricesWeightsExtra,matrixWeightExtra)\n#include<bakedVertexAnimation>(vertexInputs.matricesIndices,matrixIndex,vertexInputs.matricesWeights,matrixWeight,vertexInputs.matricesIndicesExtra,matrixIndexExtra,vertexInputs.matricesWeightsExtra,matrixWeightExtra)\ntriPositions[i]=(finalWorld*vec4(positionUpdated,1.0)).xyz;}\nvar N : vec3<f32>=calculateTriangleNormal(triPositions[0],triPositions[1],triPositions[2]);let worldPos=triPositions[thisTriIndex];vertexOutputs.position=uniforms.invWorldScale*vec4(worldPos,1.0);N=abs(N);if (N.x>N.y && N.x>N.z) {vertexOutputs.f_swizzle=0;vertexOutputs.position=vec4f(vertexOutputs.position.yzx,1.0);} else if (N.y>N.z) {vertexOutputs.f_swizzle=1;vertexOutputs.position=vec4f(vertexOutputs.position.zxy,1.0);} else {vertexOutputs.f_swizzle=2;vertexOutputs.position=vec4f(vertexOutputs.position.xyz,1.0);}\nvertexOutputs.vNormalizedPosition=vertexOutputs.position.xyz*0.5+0.5;vertexOutputs.position.z =\nvertexOutputs.vNormalizedPosition.z; }\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblVoxelGridVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"iblVoxelGrid.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblVoxelGrid.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkHd,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,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"iblVoxelGridVertexShader\";\nconst shader = `#include <bakedVertexAnimationDeclaration>\n#include <bonesDeclaration>(attribute matricesIndices : vec4f;,,attribute matricesWeights : vec4f;,,attribute matricesIndicesExtra : vec4f;,,attribute matricesWeightsExtra : vec4f;,)\n#include <helperFunctions>\n#include <instancesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef VERTEX_PULLING_USE_INDEX_BUFFER\nvar<storage,read> indices : array<u32>;\n#endif\nvar<storage,read> position : array<f32>;\n#if NUM_BONE_INFLUENCERS>0\nvar<storage,read> matricesIndices : array<u32>;var<storage,read> matricesWeights : array<f32>;uniform vp_matricesIndices_info : vec4f;uniform vp_matricesWeights_info : vec4f;\n#if NUM_BONE_INFLUENCERS>4\nvar<storage,read> matricesIndicesExtra : array<u32>;var<storage,read> matricesWeightsExtra : array<f32>;uniform vp_matricesIndicesExtra_info : vec4f;uniform vp_matricesWeightsExtra_info : vec4f;\n#endif\n#endif\nuniform invWorldScale : mat4x4f;varying vNormalizedPosition : vec3f;flat varying f_swizzle : i32;uniform vp_position_info : vec4f; \nfn convertToFloat(word : u32,byteInWord : u32,dataType : u32,\nnormalized : bool)->f32 {switch (dataType) {case 5120u: { \nlet shift=byteInWord*8u;let value=(word>>shift) & 0xFFu;let signedValue=f32(i32(value<<24u)>>24u);if (normalized) {return signedValue/127.0;}\nreturn signedValue;}\ncase 5121u: { \nlet shift=byteInWord*8u;let value=(word>>shift) & 0xFFu;if (normalized) {return f32(value)/255.0;}\nreturn f32(value);}\ncase 5122u: { \nlet shift=(byteInWord & 0xFFFFFFFEu)*8u; \nlet value=(word>>shift) & 0xFFFFu;let signedValue=f32(i32(value<<16u)>>16u);if (normalized) {return signedValue/32767.0;}\nreturn signedValue;}\ncase 5123u: { \nlet shift=(byteInWord & 0xFFFFFFFEu)*8u; \nlet value=(word>>shift) & 0xFFFFu;if (normalized) {return f32(value)/65535.0;}\nreturn f32(value);}\ncase 5126u: { \nreturn bitcast<f32>(word);}\ndefault: {return 0.0;}}}\nfn readPositionValue(byteOffset : u32,dataType : u32,normalized : bool)\n-> f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word : u32=bitcast<u32>(position[wordOffset]);return convertToFloat(word,byteInWord,dataType,normalized);}\nfn readVertexPosition(info : vec4f,vertexIndex : u32)->vec3f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let normalized=info.w != 0.0;let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec3f(\nreadPositionValue(offset,dataType,normalized),\nreadPositionValue(offset+componentSize,dataType,normalized),\nreadPositionValue(offset+componentSize*2u,dataType,normalized));}\n#if NUM_BONE_INFLUENCERS>0\nfn readMatrixIndexValue(byteOffset : u32,dataType : u32,normalized : bool)\n-> f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word : u32=matricesIndices[wordOffset];return convertToFloat(word,byteInWord,dataType,normalized);}\nfn readMatrixIndices(info : vec4f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let normalized=info.w != 0.0;let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(\nreadMatrixIndexValue(offset,dataType,normalized),\nreadMatrixIndexValue(offset+componentSize,dataType,normalized),\nreadMatrixIndexValue(offset+componentSize*2u,dataType,normalized),\nreadMatrixIndexValue(offset+componentSize*3u,dataType,normalized));}\nfn readMatrixWeightValue(byteOffset : u32,dataType : u32,normalized : bool)\n-> f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word : u32=bitcast<u32>(matricesWeights[wordOffset]);return convertToFloat(word,byteInWord,dataType,normalized);}\nfn readMatrixWeights(info : vec4f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let normalized=info.w != 0.0;let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(\nreadMatrixWeightValue(offset,dataType,normalized),\nreadMatrixWeightValue(offset+componentSize,dataType,normalized),\nreadMatrixWeightValue(offset+componentSize*2u,dataType,normalized),\nreadMatrixWeightValue(offset+componentSize*3u,dataType,normalized));}\n#if NUM_BONE_INFLUENCERS>4\nfn readMatrixIndexExtraValue(byteOffset : u32,dataType : u32,\nnormalized : bool)->f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word : u32=matricesIndicesExtra[wordOffset];return convertToFloat(word,byteInWord,dataType,normalized);}\nfn readMatrixIndicesExtra(info : vec4f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let normalized=info.w != 0.0;let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(\nreadMatrixIndexExtraValue(offset,dataType,normalized),\nreadMatrixIndexExtraValue(offset+componentSize,dataType,normalized),\nreadMatrixIndexExtraValue(offset+componentSize*2u,dataType,\nnormalized),\nreadMatrixIndexExtraValue(offset+componentSize*3u,dataType,\nnormalized));}\nfn readMatrixWeightExtraValue(byteOffset : u32,dataType : u32,\nnormalized : bool)->f32 {let wordOffset=byteOffset/4u;let byteInWord=byteOffset % 4u;let word : u32=bitcast<u32>(matricesWeightsExtra[wordOffset]);return convertToFloat(word,byteInWord,dataType,normalized);}\nfn readMatrixWeightsExtra(info : vec4f,vertexIndex : u32)->vec4f {let baseOffset=u32(info.x);let stride=u32(info.y);let dataType=u32(info.z);let normalized=info.w != 0.0;let offset=baseOffset+vertexIndex*stride;let componentSize=select(select(2u,1u,dataType==5120u || dataType==5121u),4u,dataType==5126u);return vec4f(\nreadMatrixWeightExtraValue(offset,dataType,normalized),\nreadMatrixWeightExtraValue(offset+componentSize,dataType,normalized),\nreadMatrixWeightExtraValue(offset+componentSize*2u,dataType,\nnormalized),\nreadMatrixWeightExtraValue(offset+componentSize*3u,dataType,\nnormalized));}\n#endif\n#endif\nfn readVertexIndex(index : u32)->u32 {\n#ifndef VERTEX_PULLING_USE_INDEX_BUFFER\nreturn index;\n#else\n#ifdef VERTEX_PULLING_INDEX_BUFFER_32BITS\nreturn indices[index];\n#else\nlet u32_index=index/2u;let bit_offset=(index & 1u)*16u;return (indices[u32_index]>>bit_offset) & 0xFFFFu;\n#endif\n#endif\n}\nfn calculateTriangleNormal(v0\n: vec3<f32>,v1\n: vec3<f32>,v2\n: vec3<f32>)\n->vec3<f32> {let edge1=v1-v0;let edge2=v2-v0;let triangleNormal=cross(edge1,edge2);let normalizedTriangleNormal=normalize(triangleNormal);return normalizedTriangleNormal;}\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#include <morphTargetsVertexGlobal>\nvar triPositions: array<vec3f,3>;var thisTriIndex : u32=input.vertexIndex; \nfor (var i: u32=0u; i<3u; i=i+1u) {var provokingVertNum : u32=input.vertexIndex/3*3;let vertIdx=readVertexIndex(provokingVertNum+i);if (provokingVertNum+i==input.vertexIndex) {thisTriIndex=i;}\nvar positionUpdated=readVertexPosition(uniforms.vp_position_info,vertIdx);\n#include <instancesVertex>\nlet inputPosition: vec3f=positionUpdated;\n#include <morphTargetsVertex>(vertexInputs.position\\\\),inputPosition),vertexInputs.vertexIndex,vertIdx)[0..maxSimultaneousMorphTargets]\n#if NUM_BONE_INFLUENCERS>0\nlet matrixIndex=readMatrixIndices(uniforms.vp_matricesIndices_info,vertIdx);let matrixWeight=readMatrixWeights(uniforms.vp_matricesWeights_info,vertIdx);\n#if NUM_BONE_INFLUENCERS>4\nlet matrixIndexExtra=readMatrixIndicesExtra(uniforms.vp_matricesIndicesExtra_info,vertIdx);let matrixWeightExtra=readMatrixWeightsExtra(uniforms.vp_matricesWeightsExtra_info,vertIdx);\n#endif\n#endif\n#include<bonesVertex>(vertexInputs.matricesIndices,matrixIndex,vertexInputs.matricesWeights,matrixWeight,vertexInputs.matricesIndicesExtra,matrixIndexExtra,vertexInputs.matricesWeightsExtra,matrixWeightExtra)\n#include<bakedVertexAnimation>(vertexInputs.matricesIndices,matrixIndex,vertexInputs.matricesWeights,matrixWeight,vertexInputs.matricesIndicesExtra,matrixIndexExtra,vertexInputs.matricesWeightsExtra,matrixWeightExtra)\ntriPositions[i]=(finalWorld*vec4(positionUpdated,1.0)).xyz;}\nvar N : vec3<f32>=calculateTriangleNormal(triPositions[0],triPositions[1],triPositions[2]);let worldPos=triPositions[thisTriIndex];vertexOutputs.position=uniforms.invWorldScale*vec4(worldPos,1.0);N=abs(N);if (N.x>N.y && N.x>N.z) {vertexOutputs.f_swizzle=0;vertexOutputs.position=vec4f(vertexOutputs.position.yzx,1.0);} else if (N.y>N.z) {vertexOutputs.f_swizzle=1;vertexOutputs.position=vec4f(vertexOutputs.position.zxy,1.0);} else {vertexOutputs.f_swizzle=2;vertexOutputs.position=vec4f(vertexOutputs.position.xyz,1.0);}\nvertexOutputs.vNormalizedPosition=vertexOutputs.position.xyz*0.5+0.5;vertexOutputs.position.z =\nvertexOutputs.vNormalizedPosition.z; }\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblVoxelGridVertexShaderWGSL = { name, shader };\n"]}
@@ -441,7 +441,6 @@ export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature {
441
441
  this._xrSessionManager.onWorldScaleFactorChangedObservable.remove(this._worldScaleObserver);
442
442
  }
443
443
  this.onTargetMeshPositionUpdatedObservable.clear();
444
- this.onTargetMeshPositionUpdatedObservable.clear();
445
444
  this.onBeforeCameraTeleportRotation.clear();
446
445
  this.onAfterCameraTeleportRotation.clear();
447
446
  this.onBeforeCameraTeleport.clear();
@@ -515,7 +514,7 @@ export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature {
515
514
  _onXRFrame(_xrFrame) {
516
515
  const frame = this._xrSessionManager.currentFrame;
517
516
  const scene = this._xrSessionManager.scene;
518
- if (!this.attach || !frame) {
517
+ if (!this.attached || !frame) {
519
518
  return;
520
519
  }
521
520
  // render target if needed