@onerjs/core 8.44.5 → 8.44.7
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.
- package/Engines/Extensions/engine.rawTexture.js +2 -2
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/abstractEngine.js +19 -9
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/thinEngine.js.map +1 -1
- package/FlowGraph/serialization.js +0 -1
- package/FlowGraph/serialization.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +7 -1
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.d.ts +5 -0
- package/Materials/Textures/equiRectangularCubeTexture.js +16 -0
- package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
- package/Misc/tools.js +1 -1
- package/Misc/tools.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +5 -3
- package/Physics/v2/Plugins/havokPlugin.js +9 -5
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +5 -3
- package/Physics/v2/physicsBody.js +7 -5
- package/Physics/v2/physicsBody.js.map +1 -1
- package/package.json +1 -1
- package/Meshes/Compression/test/integration/draco.test.d.ts +0 -1
- package/Meshes/Compression/test/integration/draco.test.js +0 -30
- package/Meshes/Compression/test/integration/draco.test.js.map +0 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"gaussianSplattingMaterial.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GaussianSplatting/gaussianSplattingMaterial.ts"],"names":[],"mappings":"AAQA,OAAO,EAAE,mBAAmB,EAAE,MAAM,qCAAqC,CAAC;AAC1E,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AACpD,OAAO,EAAE,eAAe,EAAE,MAAM,iCAAiC,CAAC;AAClE,OAAO,EAAE,YAAY,EAAE,MAAM,8BAA8B,CAAC;AAC5D,OAAO,EAAE,aAAa,EAAE,MAAM,sBAAsB,CAAC;AACrD,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AACjF,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,kBAAkB,EAAE,MAAM,oCAAoC,CAAC;AACxE,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAEhE,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AAEvC,OAAO,0CAA0C,CAAC;AAClD,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,4CAA4C,CAAC;AACpD,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,iDAAiD,CAAC;AACzD,OAAO,EACH,iBAAiB,EACjB,YAAY,EACZ,6BAA6B,EAC7B,2BAA2B,EAC3B,iCAAiC,EACjC,qBAAqB,EACrB,8BAA8B,GACjC,MAAM,6BAA6B,CAAC;AAGrC;;;;;GAKG;AACH,MAAM,UAAU,gCAAgC,CAAC,MAAsB;IACnE,8GAA8G;IAC9G,wIAAwI;IAExI,MAAM,gBAAgB,GAAG,CAAC,CAAC;IAC3B,MAAM,gBAAgB,GAAG,EAAE,CAAC,CAAC,wDAAwD;IACrF,MAAM,WAAW,GAAG,GAAG,CAAC,CAAC,yCAAyC;IAElE,MAAM,iBAAiB,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,uBAAuB,CAAC;IACnE,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,iBAAiB,GAAG,gBAAgB,EAAE,CAAC,CAAC,CAAC;IACpE,MAAM,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG,gBAAgB,CAAC,CAAC;IACjE,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,eAAe,EAAE,CAAC,CAAC,EAAE,WAAW,CAAC,CAAC;AAC/D,CAAC;AAED;;GAEG;AACH,MAAM,CAAC,MAAM,6BAA6B,GAAG,GAAG,CAAC;AAEjD;;GAEG;AACH,MAAM,gCAAiC,SAAQ,eAAe;IA4B1D;;;OAGG;IACH,YAAY,kBAAuE;QAC/E,KAAK,CAAC,kBAAkB,CAAC,CAAC;QAhC9B,qCAAqC;QAC9B,QAAG,GAAG,KAAK,CAAC;QACnB,8CAA8C;QACvC,mBAAc,GAAG,IAAI,CAAC;QAC7B,mDAAmD;QAC5C,qBAAgB,GAAG,KAAK,CAAC;QAChC,8CAA8C;QACvC,cAAS,GAAG,KAAK,CAAC;QACzB,8CAA8C;QACvC,eAAU,GAAG,KAAK,CAAC;QAC1B,8CAA8C;QACvC,eAAU,GAAG,KAAK,CAAC;QAC1B,8CAA8C;QACvC,eAAU,GAAG,KAAK,CAAC;QAC1B,8CAA8C;QACvC,eAAU,GAAG,KAAK,CAAC;QAC1B,8CAA8C;QACvC,eAAU,GAAG,KAAK,CAAC;QAC1B,6CAA6C;QACtC,cAAS,GAAG,CAAC,CAAC;QACrB,8CAA8C;QACvC,iBAAY,GAAG,KAAK,CAAC;QAC5B,+CAA+C;QACxC,gBAAW,GAAG,KAAK,CAAC;QAC3B,iFAAiF;QAC1E,mBAAc,GAAG,6BAA6B,CAAC;QAQlD,IAAI,CAAC,OAAO,EAAE,CAAC;IACnB,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,yBAA0B,SAAQ,YAAY;IACvD;;;;OAIG;IACH,YAAY,IAAY,EAAE,KAAa;QACnC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAgBvB;;WAEG;QACI,eAAU,GAAG,yBAAyB,CAAC,UAAU,CAAC;QACjD,kBAAa,GAAG,yBAAyB,CAAC,YAAY,CAAC;QAE/D,8CAA8C;QACtC,aAAQ,GAAG,KAAK,CAAC;QA4DjB,gBAAW,GAAiC,IAAI,CAAC;QAjFrD,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;QAC7B,IAAI,CAAC,kBAAkB,GAAG,yBAAyB,CAAC,wCAAwC,CAAC,KAAM,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IAC9H,CAAC;IAqBD;;OAEG;IACH,IAAW,YAAY,CAAC,KAAc;QAClC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,IAAI,KAAK,CAAC;QACvC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAoB,uBAAuB;QACvC,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACa,gBAAgB;QAC5B,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACa,iBAAiB;QAC7B,OAAO,IAAI,CAAC;IAChB,CAAC;IAuBD;;;;;OAKG;IACa,iBAAiB,CAAC,IAAkB,EAAE,OAAgB;QAClE,MAAM,YAAY,GAAG,IAAI,CAAC;QAE1B,MAAM,WAAW,GAAG,OAAO,CAAC,YAAY,CAAC;QACzC,IAAI,OAAO,GAAqC,OAAO,CAAC,eAAe,CAAC;QAExE,IAAI,OAAO,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAC3B,OAAO,CAAC,iBAAiB,EAAE,CAAC;QAChC,CAAC;QAED,IAAI,WAAW,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YACtC,IAAI,WAAW,CAAC,mBAAmB,IAAI,WAAW,CAAC,4BAA4B,KAAK,YAAY,EAAE,CAAC;gBAC/F,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;YAC3B,IAAI,CAAC,2BAA2B,6CAAqC,IAAI,CAAC,UAAU,CAAC,CAAC;YACtF,OAAO,GAAG,OAAO,CAAC,eAAe,GAAG,IAAI,gCAAgC,CAAC,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC,CAAC;QAC1G,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE,CAAC;YACnC,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,yBAAyB;QACzB,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,IAAI,CAAC;QACzC,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;QAClC,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;QAClC,IAAI,CAAC,qCAAqC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAE5D,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,iBAAiB,EAAE,CAAC;YACrC,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;YACpB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QAEhC,QAAQ;QACR,qBAAqB,CACjB,IAAI,EACJ,KAAK,EACL,IAAI,CAAC,oBAAoB,EACzB,IAAI,CAAC,WAAW,EAChB,IAAI,CAAC,UAAU,EACf,KAAK,EACL,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,wBAAwB,CAChC,CAAC;QAEF,kDAAkD;QAClD,iCAAiC,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAE1F,UAAU;QACV,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAEzD,4BAA4B;QAC5B,IAAI,MAAM,CAAC,OAAO,GAAG,CAAC,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YACxC,OAAO,CAAC,WAAW,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC;QAC3C,CAAC;QAED,OAAO,CAAC,aAAa,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC;QAC3C,OAAO,CAAC,gBAAgB,CAAC,GAAG,gCAAgC,CAAC,MAAM,CAAC,CAAC;QAErE,eAAe;QACf,MAAM,aAAa,GAAG,MAAM,CAAC,QAAqC,CAAC;QACnE,OAAO,CAAC,cAAc,CAAC,GAAG,aAAa,IAAI,aAAa,CAAC,YAAY,CAAC,CAAC,CAAC,aAAa,CAAC,YAAY,CAAC,CAAC,CAAC,yBAAyB,CAAC,YAAY,CAAC;QAE5I,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE,CAAC;YAClB,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,YAAY;YACZ,6BAA6B,CAAC,yBAAyB,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;YAE3E,MAAM,OAAO,GAAG,yBAAyB,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;YAC3D,MAAM,QAAQ,GAAG,yBAAyB,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;YAC7D,MAAM,QAAQ,GAAG,yBAAyB,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;YAC7D,MAAM,cAAc,GAAG,yBAAyB,CAAC,eAAe,CAAC,KAAK,EAAE,CAAC;YAEzE,8BAA8B,CAAyB;gBACnD,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,OAAO;aACnB,CAAC,CAAC;YAEH,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAE/B,2DAA2D;YAC3D,IAAI,CAAC,IAAI,CAAC,yBAAyB,EAAE,CAAC;gBAClC,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC9B,CAAC;YAED,wBAAwB;YACxB,IAAI,CAAC,UAAU,CAAC,YAAY,GAAG,CAAC,CAAC;YACjC,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;YAClC,IAAI,CAAC,UAAU,CAAC,UAAU,GAAG,OAAO,CAAC;YACrC,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,QAAQ,CAAC;YACpC,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,QAAQ,CAAC;YACpC,IAAI,CAAC,UAAU,CAAC,mBAAmB,GAAG,cAAc,CAAC;YACrD,IAAI,CAAC,UAAU,CAAC,UAAU,GAAG,SAAS,CAAC;YACvC,IAAI,CAAC,UAAU,CAAC,IAAI,GAAG,IAAI,CAAC;YAE5B,IAAI,CAAC,2BAA2B,8CAAoC,IAAI,CAAC,UAAU,CAAC,CAAC;YAErF,MAAM,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAChC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CACzC,mBAAmB,EACK;gBACpB,UAAU,EAAE,OAAO;gBACnB,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,IAAI;gBACb,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,OAAO,EAAE,IAAI,CAAC,OAAO;gBACrB,eAAe,EAAE,EAAE;gBACnB,wBAAwB,EAAE,IAAI,CAAC,UAAU,CAAC,UAAU;gBACpD,cAAc,EAAE,IAAI,CAAC,eAAe;gBACpC,yBAAyB,EAAE,KAAK,IAAI,EAAE;oBAClC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;wBAC/C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,8CAA8C,CAAC,EAAE,MAAM,CAAC,4CAA4C,CAAC,CAAC,CAAC,CAAC;oBACtI,CAAC;yBAAM,CAAC;wBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,0CAA0C,CAAC,EAAE,MAAM,CAAC,wCAAwC,CAAC,CAAC,CAAC,CAAC;oBAC9H,CAAC;gBACL,CAAC;aACJ,EACD,MAAM,CACT,CAAC;YACF,OAAO,CAAC,SAAS,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC9D,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YAC/C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QACxC,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACvC,WAAW,CAAC,4BAA4B,GAAG,YAAY,CAAC;QACxD,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEtB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,IAA2B;QAC5C,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,UAAU,CAAC,IAAU,EAAE,MAAc,EAAE,KAAY;QAC7D,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC;QAElC,MAAM,WAAW,GAAG,MAAM,CAAC,cAAc,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,KAAK,CAAC;QACrE,MAAM,YAAY,GAAG,MAAM,CAAC,eAAe,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,MAAM,CAAC;QAExE,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;QAE9D,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,UAAU,CAAC,WAAW,CAAC;QAEtC,yCAAyC;QACzC,MAAM,YAAY,GAAG,MAAM,EAAE,SAAS,EAAE,UAAU,CAAC,MAAM,IAAI,CAAC,CAAC;QAE/D,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,CAAC,GAAG,CAAC,WAAW,GAAG,YAAY,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,CAAC;QAEpF,IAAI,KAAK,GAAG,IAAI,CAAC;QAEjB,IAAI,MAAM,EAAE,CAAC;YACT;;;;;;cAME;YACF,MAAM,CAAC,GAAG,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5C,IAAI,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAClD,KAAK,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACrC,CAAC;iBAAM,CAAC;gBACJ,KAAK,GAAG,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,CAAC;QACL,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACxC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,IAAI,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,yBAAyB,CAAC,UAAU,CAAC,CAAC;QAClI,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC;QAC3C,KAAK,CAAC,eAAe,CAAC,MAAM,EAAE,aAAa,EAAE,IAAI,CAAC,CAAC;QAEnD,IAAI,MAAM,CAAC,mBAAmB,EAAE,CAAC;YAC7B,MAAM,WAAW,GAAG,MAAM,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;YAEzD,MAAM,CAAC,SAAS,CAAC,iBAAiB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;YAE3E,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,MAAM,CAAC,cAAc,CAAC,CAAC;YAC3D,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC;YAEzD,IAAI,MAAM,CAAC,UAAU,EAAE,CAAC;gBACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;oBACjD,MAAM,CAAC,UAAU,CAAC,YAAY,CAAC,EAAE,EAAE,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC7D,CAAC;YACL,CAAC;YAED,oCAAoC;YACpC,IAAI,MAAM,CAAC,kBAAkB,EAAE,CAAC;gBAC5B,MAAM,CAAC,UAAU,CAAC,oBAAoB,EAAE,MAAM,CAAC,kBAAkB,CAAC,CAAC;gBACnE,2BAA2B;gBAC3B,MAAM,aAAa,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,SAAS,GAAG,EAAE,CAAC,CAAC;gBAC9D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,aAAa,EAAE,CAAC,GAAG,EAAE,CAAC,CAAC;gBACnE,CAAC;gBACD,MAAM,CAAC,WAAW,CAAC,WAAW,EAAE,aAAa,CAAC,CAAC;gBAE/C,4BAA4B;gBAC5B,MAAM,kBAAkB,GAAa,EAAE,CAAC;gBACxC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC;gBAC7D,CAAC;gBACD,MAAM,CAAC,QAAQ,CAAC,gBAAgB,EAAE,kBAAkB,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;IACL,CAAC;IACD;;;;;OAKG;IACa,cAAc,CAAC,KAAa,EAAE,IAAU,EAAE,OAAgB;QACtE,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,MAAM,OAAO,GAAqC,OAAO,CAAC,eAAe,CAAC;QAC1E,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QACD,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC;QAE5B,iBAAiB;QACjB,IAAI,CAAC,oBAAoB,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE7B,YAAY;QACZ,MAAM,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAE7E,IAAI,UAAU,EAAE,CAAC;YACb,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;YACtB,IAAI,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;YAChC,yBAAyB,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,KAAK,CAAC,CAAC;YACtE,aAAa;YACb,aAAa,CAAC,MAAM,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;QACvC,CAAC;aAAM,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC,SAAS,CAAC,8BAA8B,EAAE,CAAC;YACpE,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACpC,CAAC;QAED,MAAM;QACN,iBAAiB,CAAC,KAAK,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;QAEvC,aAAa;QACb,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,YAAY,CAAC,OAAO,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QACzC,CAAC;QAED,eAAe;QACf,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;QAClC,IAAI,CAAC,kCAAkC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAEzD,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,CAAC,CAAC;IACvD,CAAC;IAES,MAAM,CAAC,mBAAmB,CAAC,MAA6B,EAAE,UAAqC,EAAE,cAA8B,EAAE,KAAY;QACnJ,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,cAAc,CAAC,SAAS,EAAG,CAAC;QAC3C,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC;QAClC,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QAED,MAAM,CAAC,oBAAoB,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QAC3D,cAAc,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QAChC,cAAc,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;QAE1C,MAAM,WAAW,GAAG,MAAM,CAAC,cAAc,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,KAAK,CAAC;QACrE,MAAM,YAAY,GAAG,MAAM,CAAC,eAAe,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,MAAM,CAAC;QACxE,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,CAAC,GAAG,WAAW,EAAE,CAAC,GAAG,YAAY,CAAC,CAAC;QAEnE,IAAI,KAAK,GAAG,IAAI,CAAC;QAEjB,IAAI,MAAM,EAAE,CAAC;YACT;;;;;;cAME;YACF,MAAM,CAAC,GAAG,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5C,IAAI,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAClD,KAAK,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACrC,CAAC;iBAAM,CAAC;gBACJ,KAAK,GAAG,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,CAAC;QACL,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACxC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,IAAI,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,yBAAyB,CAAC,UAAU,CAAC,CAAC;QAClI,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC;QAE3C,IAAI,IAAY,EAAE,IAAY,CAAC;QAE/B,MAAM,aAAa,GAAG,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC;QACjE,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,GAAG,CAAC,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACvE,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1E,CAAC;aAAM,CAAC;YACJ,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;YACvH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;QACpF,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,GAAG,IAAI,CAAC,CAAC;QAEnD,IAAI,MAAM,CAAC,mBAAmB,EAAE,CAAC;YAC7B,MAAM,WAAW,GAAG,MAAM,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;YACzD,MAAM,CAAC,SAAS,CAAC,iBAAiB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;YAE3E,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,MAAM,CAAC,cAAc,CAAC,CAAC;YAC3D,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC;YAEzD,IAAI,MAAM,CAAC,kBAAkB,EAAE,CAAC;gBAC5B,MAAM,CAAC,UAAU,CAAC,oBAAoB,EAAE,MAAM,CAAC,kBAAkB,CAAC,CAAC;gBACnE,MAAM,aAAa,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,SAAS,GAAG,EAAE,CAAC,CAAC;gBAC9D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,aAAa,EAAE,CAAC,GAAG,EAAE,CAAC,CAAC;gBACnE,CAAC;gBACD,MAAM,CAAC,WAAW,CAAC,WAAW,EAAE,aAAa,CAAC,CAAC;gBAC/C,MAAM,kBAAkB,GAAa,EAAE,CAAC;gBACxC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC;gBAC7D,CAAC;gBACD,MAAM,CAAC,QAAQ,CAAC,gBAAgB,EAAE,kBAAkB,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;;;;OAOG;IACI,0BAA0B,CAAC,KAAY,EAAE,cAA8B,EAAE,oBAA6B,KAAK,EAAE,eAAwB,KAAK;QAC7I,MAAM,OAAO,GAAG,CAAC,sBAAsB,CAAC,CAAC;QAEzC,IAAI,iBAAiB,EAAE,CAAC;YACpB,OAAO,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAChD,CAAC;QAED,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACpC,OAAO,CAAC,IAAI,CAAC,0BAA0B,gCAAgC,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC;QAClG,CAAC;QAED,MAAM,cAAc,GAAG,IAAI,cAAc,CACrC,8BAA8B,EAC9B,KAAK,EACL;YACI,MAAM,EAAE,wBAAwB;YAChC,QAAQ,EAAE,wBAAwB;SACrC,EACD;YACI,UAAU,EAAE,yBAAyB,CAAC,QAAQ;YAC9C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,cAAc,EAAE,yBAAyB,CAAC,eAAe;YACzD,cAAc,EAAE,cAAc;YAC9B,OAAO,EAAE,OAAO;YAChB,iBAAiB,EAAE,iBAAiB;SACvC,CACJ,CAAC;QACF,cAAc,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,IAAkB,EAAE,EAAE;YACvD,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;YAC9D,MAAM,MAAM,GAAG,IAA6B,CAAC;YAC7C,yBAAyB,CAAC,mBAAmB,CAAC,MAAM,EAAE,UAAU,EAAE,cAAc,EAAE,KAAK,CAAC,CAAC;QAC7F,CAAC,CAAC,CAAC;QACH,OAAO,cAAc,CAAC;IAC1B,CAAC;IAES,MAAM,CAAC,wCAAwC,CAAC,KAAY,EAAE,cAA8B;QAClG,MAAM,cAAc,GAAG,IAAI,cAAc,CACrC,wBAAwB,EACxB,KAAK,EACL;YACI,MAAM,EAAE,wBAAwB;YAChC,QAAQ,EAAE,wBAAwB;SACrC,EACD;YACI,UAAU,EAAE,yBAAyB,CAAC,QAAQ;YAC9C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,cAAc,EAAE,yBAAyB,CAAC,eAAe;YACzD,cAAc,EAAE,cAAc;SACjC,CACJ,CAAC;QAEF,MAAM,kBAAkB,GAAG,IAAI,kBAAkB,CAAC,cAAc,EAAE,KAAK,EAAE;YACrE,UAAU,EAAE,IAAI;SACnB,CAAC,CAAC;QAEH,cAAc,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,IAAkB,EAAE,EAAE;YACvD,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;YAC9D,MAAM,MAAM,GAAG,IAA6B,CAAC;YAE7C,yBAAyB,CAAC,mBAAmB,CAAC,MAAM,EAAE,UAAU,EAAE,cAAc,EAAE,KAAK,CAAC,CAAC;QAC7F,CAAC,CAAC,CAAC;QAEH,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACa,KAAK,CAAC,IAAY;QAC9B,MAAM,KAAK,GAAG,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;QAE1G,KAAK,CAAC,EAAE,GAAG,IAAI,CAAC;QAChB,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC;QAElB,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;QAE9B,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACa,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAC9C,mBAAmB,CAAC,UAAU,GAAG,mCAAmC,CAAC;QACrE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,2BAA2B,CAAC;IACvC,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAU,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QACnE,MAAM,QAAQ,GAAG,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAE5H,QAAQ,CAAC,aAAa,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAEzD,OAAO,QAAQ,CAAC;IACpB,CAAC;;AA9kBD;;GAEG;AACW,oCAAU,GAAW,GAAG,AAAd,CAAe;AAEvC;;GAEG;AACW,sCAAY,GAAY,KAAK,AAAjB,CAAkB;AAiD3B,kCAAQ,GAAG,CAAC,YAAY,CAAC,YAAY,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,CAAC,AAA1F,CAA2F;AACnG,mCAAS,GAAG,CAAC,qBAAqB,EAAE,qBAAqB,EAAE,gBAAgB,EAAE,eAAe,EAAE,YAAY,EAAE,YAAY,EAAE,YAAY,EAAE,oBAAoB,CAAC,AAApJ,CAAqJ;AAC9J,yCAAe,GAAG,CAAC,OAAO,EAAE,MAAM,CAAC,AAApB,CAAqB;AACpC,mCAAS,GAAG;IACzB,OAAO;IACP,MAAM;IACN,YAAY;IACZ,WAAW;IACX,WAAW;IACX,0BAA0B;IAC1B,aAAa;IACb,iBAAiB;IACjB,OAAO;IACP,aAAa;IACb,YAAY;IACZ,OAAO;IACP,aAAa;IACb,WAAW;IACX,gBAAgB;CACnB,AAhByB,CAgBxB;AAqgBN,aAAa,CAAC,mCAAmC,EAAE,yBAAyB,CAAC,CAAC","sourcesContent":["import type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport { MaterialPluginEvent } from \"../materialPluginEvent\";\r\nimport { Material } from \"../material\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport \"../../Shaders/gaussianSplattingDepth.fragment\";\r\nimport \"../../Shaders/gaussianSplattingDepth.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * Computes the maximum number of Gaussian Splatting compound parts supported by the given engine.\r\n * The limit is derived from the engine's maximum vertex uniform vectors capability.\r\n * @param engine - The engine to compute the limit for\r\n * @returns The maximum number of parts supported\r\n */\r\nexport function GetGaussianSplattingMaxPartCount(engine: AbstractEngine): number {\r\n // Each GS compound part requires 5 uniform vectors: 4 for the mat4 world matrix + 1 for the visibility float.\r\n // The maximum number of parts is limited by the engine's uniform vector capacity and by the uint8 partIndices texture format (max 256).\r\n\r\n const uniformsPerSplat = 5;\r\n const reservedUniforms = 40; // base shader uniforms + margin for plugins/clip planes\r\n const absoluteMax = 256; // uint8 partIndices texture format limit\r\n\r\n const maxUniformVectors = engine.getCaps().maxVertexUniformVectors;\r\n const available = Math.max(maxUniformVectors - reservedUniforms, 0);\r\n const maxFromUniforms = Math.floor(available / uniformsPerSplat);\r\n return Math.min(Math.max(maxFromUniforms, 1), absoluteMax);\r\n}\r\n\r\n/**\r\n * @deprecated Use {@link GetGaussianSplattingMaxPartCount} with an engine instance instead.\r\n */\r\nexport const GaussianSplattingMaxPartCount = 128;\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n /** Defines whether fog is enabled */\r\n public FOG = false;\r\n /** Defines whether thin instances are used */\r\n public THIN_INSTANCES = true;\r\n /** Defines whether logarithmic depth is enabled */\r\n public LOGARITHMICDEPTH = false;\r\n /** Defines whether clip plane 1 is enabled */\r\n public CLIPPLANE = false;\r\n /** Defines whether clip plane 2 is enabled */\r\n public CLIPPLANE2 = false;\r\n /** Defines whether clip plane 3 is enabled */\r\n public CLIPPLANE3 = false;\r\n /** Defines whether clip plane 4 is enabled */\r\n public CLIPPLANE4 = false;\r\n /** Defines whether clip plane 5 is enabled */\r\n public CLIPPLANE5 = false;\r\n /** Defines whether clip plane 6 is enabled */\r\n public CLIPPLANE6 = false;\r\n /** Defines the spherical harmonics degree */\r\n public SH_DEGREE = 0;\r\n /** Defines whether compensation is applied */\r\n public COMPENSATION = false;\r\n /** Defines whether this is a compound splat */\r\n public IS_COMPOUND = false;\r\n /** Defines the maximum number of parts (computed from engine caps at runtime) */\r\n public MAX_PART_COUNT = GaussianSplattingMaxPartCount;\r\n\r\n /**\r\n * Constructor of the defines.\r\n * @param externalProperties External properties (e.g. from material plugins) to add to the defines.\r\n */\r\n constructor(externalProperties?: { [name: string]: { type: string; default: any } }) {\r\n super(externalProperties);\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n this.shadowDepthWrapper = GaussianSplattingMaterial._MakeGaussianSplattingShadowDepthWrapper(scene!, this.shaderLanguage);\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n protected static _Attribs = [VertexBuffer.PositionKind, \"splatIndex0\", \"splatIndex1\", \"splatIndex2\", \"splatIndex3\"];\r\n protected static _Samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\", \"partIndicesTexture\"];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _Uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"alpha\",\r\n \"depthValues\",\r\n \"partWorld\",\r\n \"partVisibility\",\r\n ];\r\n private _sourceMesh: GaussianSplattingMesh | null = null;\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n this._callbackPluginEventGeneric(MaterialPluginEvent.GetDefineNames, this._eventInfo);\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines(this._eventInfo.defineNames);\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n // Check plugin readiness\r\n this._eventInfo.isReadyForSubMesh = true;\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.subMesh = subMesh;\r\n this._callbackPluginEventIsReadyForSubMesh(this._eventInfo);\r\n\r\n if (!this._eventInfo.isReadyForSubMesh) {\r\n return false;\r\n }\r\n\r\n if (!this._sourceMesh) {\r\n return false;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = this._sourceMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n defines[\"IS_COMPOUND\"] = gsMesh.isCompound;\r\n defines[\"MAX_PART_COUNT\"] = GetGaussianSplattingMaxPartCount(engine);\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n PrepareAttributesForInstances(GaussianSplattingMaterial._Attribs, defines);\r\n\r\n const attribs = GaussianSplattingMaterial._Attribs.slice();\r\n const uniforms = GaussianSplattingMaterial._Uniforms.slice();\r\n const samplers = GaussianSplattingMaterial._Samplers.slice();\r\n const uniformBuffers = GaussianSplattingMaterial._UniformBuffers.slice();\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n // Let plugin manager prepare its uniform/sampler/ubo lists\r\n if (!this._uniformBufferLayoutBuilt) {\r\n this.buildUniformLayout();\r\n }\r\n\r\n // Prepare plugin effect\r\n this._eventInfo.fallbackRank = 0;\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.attributes = attribs;\r\n this._eventInfo.uniforms = uniforms;\r\n this._eventInfo.samplers = samplers;\r\n this._eventInfo.uniformBuffersNames = uniformBuffers;\r\n this._eventInfo.customCode = undefined;\r\n this._eventInfo.mesh = mesh;\r\n\r\n this._callbackPluginEventGeneric(MaterialPluginEvent.PrepareEffect, this._eventInfo);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n processCodeAfterIncludes: this._eventInfo.customCode,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * GaussianSplattingMaterial belongs to a single mesh\r\n * @param mesh mesh this material belongs to\r\n */\r\n public setSourceMesh(mesh: GaussianSplattingMesh) {\r\n this._sourceMesh = mesh;\r\n }\r\n\r\n /**\r\n * Gets the source mesh of this material, which is the Gaussian Splatting mesh that provides the data for rendering\r\n * @returns The Gaussian Splatting mesh that provides the data for rendering, or null if not set\r\n */\r\n public getSourceMesh(): GaussianSplattingMesh | null {\r\n return this._sourceMesh;\r\n }\r\n\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n\r\n if (!gsMaterial._sourceMesh) {\r\n return;\r\n }\r\n\r\n const gsMesh = gsMaterial._sourceMesh;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n\r\n // Bind part indices texture, if the\r\n if (gsMesh.partIndicesTexture) {\r\n effect.setTexture(\"partIndicesTexture\", gsMesh.partIndicesTexture);\r\n // Bind part world matrices\r\n const partWorldData = new Float32Array(gsMesh.partCount * 16);\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n gsMesh.getWorldMatrixForPart(i).toArray(partWorldData, i * 16);\r\n }\r\n effect.setMatrices(\"partWorld\", partWorldData);\r\n\r\n // Bind part visibility data\r\n const partVisibilityData: number[] = [];\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData.push(gsMesh.partVisibility[i] ?? 1.0);\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n // Bind plugins\r\n this._eventInfo.subMesh = subMesh;\r\n this._callbackPluginEventBindForSubMesh(this._eventInfo);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n protected static _BindEffectUniforms(gsMesh: GaussianSplattingMesh, gsMaterial: GaussianSplattingMaterial, shaderMaterial: ShaderMaterial, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const effect = shaderMaterial.getEffect()!;\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n gsMesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n shaderMaterial.bindView(effect);\r\n shaderMaterial.bindViewProjection(effect);\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n effect.setFloat2(\"invViewport\", 1 / renderWidth, 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.partIndicesTexture) {\r\n effect.setTexture(\"partIndicesTexture\", gsMesh.partIndicesTexture);\r\n const partWorldData = new Float32Array(gsMesh.partCount * 16);\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n gsMesh.getWorldMatrixForPart(i).toArray(partWorldData, i * 16);\r\n }\r\n effect.setMatrices(\"partWorld\", partWorldData);\r\n const partVisibilityData: number[] = [];\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData.push(gsMesh.partVisibility[i] ?? 1.0);\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Create a depth rendering material for a Gaussian Splatting mesh\r\n * @param scene scene it belongs to\r\n * @param shaderLanguage GLSL or WGSL\r\n * @param alphaBlendedDepth whether to enable alpha blended depth rendering\r\n * @param compoundMesh whether the mesh is a compound mesh\r\n * @returns depth rendering shader material\r\n */\r\n public makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage, alphaBlendedDepth: boolean = false, compoundMesh: boolean = false): ShaderMaterial {\r\n const defines = [\"#define DEPTH_RENDER\"];\r\n\r\n if (alphaBlendedDepth) {\r\n defines.push(\"#define ALPHA_BLENDED_DEPTH\");\r\n }\r\n\r\n if (compoundMesh) {\r\n defines.push(\"#define IS_COMPOUND\");\r\n defines.push(`#define MAX_PART_COUNT ${GetGaussianSplattingMaxPartCount(scene.getEngine())}`);\r\n }\r\n\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepthRender\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n defines: defines,\r\n needAlphaBlending: alphaBlendedDepth,\r\n }\r\n );\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n return shaderMaterial;\r\n }\r\n\r\n protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepth\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n\r\n const shadowDepthWrapper = new ShadowDepthWrapper(shaderMaterial, scene, {\r\n standalone: true,\r\n });\r\n\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n\r\n return shadowDepthWrapper;\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n const clone = SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n this._clonePlugins(clone, \"\");\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n const material = SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n Material._ParsePlugins(source, material, scene, rootUrl);\r\n\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
|
|
1
|
+
{"version":3,"file":"gaussianSplattingMaterial.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GaussianSplatting/gaussianSplattingMaterial.ts"],"names":[],"mappings":"AAQA,OAAO,EAAE,mBAAmB,EAAE,MAAM,qCAAqC,CAAC;AAC1E,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AACpD,OAAO,EAAE,eAAe,EAAE,MAAM,iCAAiC,CAAC;AAClE,OAAO,EAAE,YAAY,EAAE,MAAM,8BAA8B,CAAC;AAC5D,OAAO,EAAE,aAAa,EAAE,MAAM,sBAAsB,CAAC;AACrD,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AACjF,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,kBAAkB,EAAE,MAAM,oCAAoC,CAAC;AACxE,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAEhE,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AAEvC,OAAO,0CAA0C,CAAC;AAClD,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,4CAA4C,CAAC;AACpD,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,iDAAiD,CAAC;AACzD,OAAO,EACH,iBAAiB,EACjB,YAAY,EACZ,6BAA6B,EAC7B,2BAA2B,EAC3B,iCAAiC,EACjC,qBAAqB,EACrB,8BAA8B,GACjC,MAAM,6BAA6B,CAAC;AAGrC;;;;;GAKG;AACH,MAAM,UAAU,gCAAgC,CAAC,MAAsB;IACnE,8GAA8G;IAC9G,wIAAwI;IAExI,MAAM,gBAAgB,GAAG,CAAC,CAAC;IAC3B,MAAM,gBAAgB,GAAG,EAAE,CAAC,CAAC,wDAAwD;IACrF,MAAM,WAAW,GAAG,GAAG,CAAC,CAAC,yCAAyC;IAElE,MAAM,iBAAiB,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,uBAAuB,CAAC;IACnE,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,iBAAiB,GAAG,gBAAgB,EAAE,CAAC,CAAC,CAAC;IACpE,MAAM,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG,gBAAgB,CAAC,CAAC;IACjE,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,eAAe,EAAE,CAAC,CAAC,EAAE,WAAW,CAAC,CAAC;AAC/D,CAAC;AAED;;GAEG;AACH,MAAM,CAAC,MAAM,6BAA6B,GAAG,GAAG,CAAC;AAEjD;;GAEG;AACH,MAAM,gCAAiC,SAAQ,eAAe;IA4B1D;;;OAGG;IACH,YAAY,kBAAuE;QAC/E,KAAK,CAAC,kBAAkB,CAAC,CAAC;QAhC9B,qCAAqC;QAC9B,QAAG,GAAG,KAAK,CAAC;QACnB,8CAA8C;QACvC,mBAAc,GAAG,IAAI,CAAC;QAC7B,mDAAmD;QAC5C,qBAAgB,GAAG,KAAK,CAAC;QAChC,8CAA8C;QACvC,cAAS,GAAG,KAAK,CAAC;QACzB,8CAA8C;QACvC,eAAU,GAAG,KAAK,CAAC;QAC1B,8CAA8C;QACvC,eAAU,GAAG,KAAK,CAAC;QAC1B,8CAA8C;QACvC,eAAU,GAAG,KAAK,CAAC;QAC1B,8CAA8C;QACvC,eAAU,GAAG,KAAK,CAAC;QAC1B,8CAA8C;QACvC,eAAU,GAAG,KAAK,CAAC;QAC1B,6CAA6C;QACtC,cAAS,GAAG,CAAC,CAAC;QACrB,8CAA8C;QACvC,iBAAY,GAAG,KAAK,CAAC;QAC5B,+CAA+C;QACxC,gBAAW,GAAG,KAAK,CAAC;QAC3B,iFAAiF;QAC1E,mBAAc,GAAG,6BAA6B,CAAC;QAQlD,IAAI,CAAC,OAAO,EAAE,CAAC;IACnB,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,yBAA0B,SAAQ,YAAY;IACvD;;;;OAIG;IACH,YAAY,IAAY,EAAE,KAAa;QACnC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAgBvB;;WAEG;QACI,eAAU,GAAG,yBAAyB,CAAC,UAAU,CAAC;QACjD,kBAAa,GAAG,yBAAyB,CAAC,YAAY,CAAC;QAE/D,8CAA8C;QACtC,aAAQ,GAAG,KAAK,CAAC;QA4DjB,gBAAW,GAAiC,IAAI,CAAC;QAjFrD,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;QAC7B,IAAI,CAAC,kBAAkB,GAAG,yBAAyB,CAAC,wCAAwC,CAAC,KAAM,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IAC9H,CAAC;IAqBD;;OAEG;IACH,IAAW,YAAY,CAAC,KAAc;QAClC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,IAAI,KAAK,CAAC;QACvC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAoB,uBAAuB;QACvC,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACa,gBAAgB;QAC5B,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACa,iBAAiB;QAC7B,OAAO,IAAI,CAAC;IAChB,CAAC;IAuBD;;;;;OAKG;IACa,iBAAiB,CAAC,IAAkB,EAAE,OAAgB;QAClE,MAAM,YAAY,GAAG,IAAI,CAAC;QAE1B,MAAM,WAAW,GAAG,OAAO,CAAC,YAAY,CAAC;QACzC,IAAI,OAAO,GAAqC,OAAO,CAAC,eAAe,CAAC;QAExE,IAAI,OAAO,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAC3B,OAAO,CAAC,iBAAiB,EAAE,CAAC;QAChC,CAAC;QAED,IAAI,WAAW,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YACtC,IAAI,WAAW,CAAC,mBAAmB,IAAI,WAAW,CAAC,4BAA4B,KAAK,YAAY,EAAE,CAAC;gBAC/F,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;YAC3B,IAAI,CAAC,2BAA2B,6CAAqC,IAAI,CAAC,UAAU,CAAC,CAAC;YACtF,OAAO,GAAG,OAAO,CAAC,eAAe,GAAG,IAAI,gCAAgC,CAAC,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC,CAAC;QAC1G,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE,CAAC;YACnC,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,yBAAyB;QACzB,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,IAAI,CAAC;QACzC,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;QAClC,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;QAClC,IAAI,CAAC,qCAAqC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAE5D,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,iBAAiB,EAAE,CAAC;YACrC,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;YACpB,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QAEhC,QAAQ;QACR,qBAAqB,CACjB,IAAI,EACJ,KAAK,EACL,IAAI,CAAC,oBAAoB,EACzB,IAAI,CAAC,WAAW,EAChB,IAAI,CAAC,UAAU,EACf,KAAK,EACL,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,wBAAwB,CAChC,CAAC;QAEF,kDAAkD;QAClD,iCAAiC,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAE1F,UAAU;QACV,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAEzD,4BAA4B;QAC5B,IAAI,MAAM,CAAC,OAAO,GAAG,CAAC,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YACxC,OAAO,CAAC,WAAW,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC;QAC3C,CAAC;QAED,OAAO,CAAC,aAAa,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC;QAC3C,OAAO,CAAC,gBAAgB,CAAC,GAAG,gCAAgC,CAAC,MAAM,CAAC,CAAC;QAErE,eAAe;QACf,MAAM,aAAa,GAAG,MAAM,CAAC,QAAqC,CAAC;QACnE,OAAO,CAAC,cAAc,CAAC,GAAG,aAAa,IAAI,aAAa,CAAC,YAAY,CAAC,CAAC,CAAC,aAAa,CAAC,YAAY,CAAC,CAAC,CAAC,yBAAyB,CAAC,YAAY,CAAC;QAE5I,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE,CAAC;YAClB,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,YAAY;YACZ,6BAA6B,CAAC,yBAAyB,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;YAE3E,MAAM,OAAO,GAAG,yBAAyB,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;YAC3D,MAAM,QAAQ,GAAG,yBAAyB,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;YAC7D,MAAM,QAAQ,GAAG,yBAAyB,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;YAC7D,MAAM,cAAc,GAAG,yBAAyB,CAAC,eAAe,CAAC,KAAK,EAAE,CAAC;YAEzE,8BAA8B,CAAyB;gBACnD,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,OAAO;aACnB,CAAC,CAAC;YAEH,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAE/B,2DAA2D;YAC3D,IAAI,CAAC,IAAI,CAAC,yBAAyB,EAAE,CAAC;gBAClC,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC9B,CAAC;YAED,wBAAwB;YACxB,IAAI,CAAC,UAAU,CAAC,YAAY,GAAG,CAAC,CAAC;YACjC,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;YAClC,IAAI,CAAC,UAAU,CAAC,UAAU,GAAG,OAAO,CAAC;YACrC,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,QAAQ,CAAC;YACpC,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,QAAQ,CAAC;YACpC,IAAI,CAAC,UAAU,CAAC,mBAAmB,GAAG,cAAc,CAAC;YACrD,IAAI,CAAC,UAAU,CAAC,UAAU,GAAG,SAAS,CAAC;YACvC,IAAI,CAAC,UAAU,CAAC,IAAI,GAAG,IAAI,CAAC;YAE5B,IAAI,CAAC,2BAA2B,8CAAoC,IAAI,CAAC,UAAU,CAAC,CAAC;YAErF,MAAM,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAChC,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CACzC,mBAAmB,EACK;gBACpB,UAAU,EAAE,OAAO;gBACnB,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,IAAI;gBACb,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,OAAO,EAAE,IAAI,CAAC,OAAO;gBACrB,eAAe,EAAE,EAAE;gBACnB,wBAAwB,EAAE,IAAI,CAAC,UAAU,CAAC,UAAU;gBACpD,cAAc,EAAE,IAAI,CAAC,eAAe;gBACpC,yBAAyB,EAAE,KAAK,IAAI,EAAE;oBAClC,IAAI,IAAI,CAAC,eAAe,gCAAwB,EAAE,CAAC;wBAC/C,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,8CAA8C,CAAC,EAAE,MAAM,CAAC,4CAA4C,CAAC,CAAC,CAAC,CAAC;oBACtI,CAAC;yBAAM,CAAC;wBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,0CAA0C,CAAC,EAAE,MAAM,CAAC,wCAAwC,CAAC,CAAC,CAAC,CAAC;oBAC9H,CAAC;gBACL,CAAC;aACJ,EACD,MAAM,CACT,CAAC;YACF,OAAO,CAAC,SAAS,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC9D,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YAC/C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QACxC,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACvC,WAAW,CAAC,4BAA4B,GAAG,YAAY,CAAC;QACxD,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEtB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,IAA2B;QAC5C,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,UAAU,CAAC,IAAU,EAAE,MAAc,EAAE,KAAY;QAC7D,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC;QAElC,MAAM,WAAW,GAAG,MAAM,CAAC,cAAc,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,KAAK,CAAC;QACrE,MAAM,YAAY,GAAG,MAAM,CAAC,eAAe,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,MAAM,CAAC;QAExE,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;QAE9D,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,UAAU,CAAC,WAAW,CAAC;QAEtC,yCAAyC;QACzC,MAAM,YAAY,GAAG,MAAM,EAAE,SAAS,EAAE,UAAU,CAAC,MAAM,IAAI,CAAC,CAAC;QAE/D,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,CAAC,GAAG,CAAC,WAAW,GAAG,YAAY,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,CAAC;QAEpF,IAAI,KAAK,GAAG,IAAI,CAAC;QAEjB,IAAI,MAAM,EAAE,CAAC;YACT;;;;;;cAME;YACF,MAAM,CAAC,GAAG,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5C,IAAI,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAClD,KAAK,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACrC,CAAC;iBAAM,CAAC;gBACJ,KAAK,GAAG,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,CAAC;QACL,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACxC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,IAAI,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,yBAAyB,CAAC,UAAU,CAAC,CAAC;QAClI,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC;QAC3C,KAAK,CAAC,eAAe,CAAC,MAAM,EAAE,aAAa,EAAE,IAAI,CAAC,CAAC;QAEnD,IAAI,MAAM,CAAC,mBAAmB,EAAE,CAAC;YAC7B,MAAM,WAAW,GAAG,MAAM,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;YAEzD,MAAM,CAAC,SAAS,CAAC,iBAAiB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;YAE3E,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,MAAM,CAAC,cAAc,CAAC,CAAC;YAC3D,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC;YAEzD,IAAI,MAAM,CAAC,UAAU,EAAE,CAAC;gBACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;oBACjD,MAAM,CAAC,UAAU,CAAC,YAAY,CAAC,EAAE,EAAE,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC7D,CAAC;YACL,CAAC;YAED,oCAAoC;YACpC,IAAI,MAAM,CAAC,kBAAkB,EAAE,CAAC;gBAC5B,MAAM,CAAC,UAAU,CAAC,oBAAoB,EAAE,MAAM,CAAC,kBAAkB,CAAC,CAAC;gBACnE,2BAA2B;gBAC3B,MAAM,aAAa,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,SAAS,GAAG,EAAE,CAAC,CAAC;gBAC9D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,aAAa,EAAE,CAAC,GAAG,EAAE,CAAC,CAAC;gBACnE,CAAC;gBACD,MAAM,CAAC,WAAW,CAAC,WAAW,EAAE,aAAa,CAAC,CAAC;gBAE/C,4BAA4B;gBAC5B,MAAM,kBAAkB,GAAa,EAAE,CAAC;gBACxC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC;gBAC7D,CAAC;gBACD,MAAM,CAAC,QAAQ,CAAC,gBAAgB,EAAE,kBAAkB,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;IACL,CAAC;IACD;;;;;OAKG;IACa,cAAc,CAAC,KAAa,EAAE,IAAU,EAAE,OAAgB;QACtE,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,MAAM,OAAO,GAAqC,OAAO,CAAC,eAAe,CAAC;QAC1E,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QACD,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC;QAE5B,iBAAiB;QACjB,IAAI,CAAC,oBAAoB,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE7B,YAAY;QACZ,MAAM,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAE7E,IAAI,UAAU,EAAE,CAAC;YACb,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;YACtB,IAAI,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;YAChC,yBAAyB,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,KAAK,CAAC,CAAC;YACtE,aAAa;YACb,aAAa,CAAC,MAAM,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;QACvC,CAAC;aAAM,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC,SAAS,CAAC,8BAA8B,EAAE,CAAC;YACpE,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACpC,CAAC;QAED,MAAM;QACN,iBAAiB,CAAC,KAAK,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;QAEvC,aAAa;QACb,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,YAAY,CAAC,OAAO,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QACzC,CAAC;QAED,eAAe;QACf,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;QAClC,IAAI,CAAC,kCAAkC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAEzD,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,CAAC,CAAC;IACvD,CAAC;IAES,MAAM,CAAC,mBAAmB,CAAC,MAA6B,EAAE,UAAqC,EAAE,cAA8B,EAAE,KAAY;QACnJ,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,MAAM,GAAG,cAAc,CAAC,SAAS,EAAG,CAAC;QAC3C,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC;QAClC,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QAED,MAAM,CAAC,oBAAoB,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QAC3D,cAAc,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QAChC,cAAc,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;QAE1C,MAAM,WAAW,GAAG,MAAM,CAAC,cAAc,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,KAAK,CAAC;QACrE,MAAM,YAAY,GAAG,MAAM,CAAC,eAAe,EAAE,GAAG,MAAO,CAAC,QAAQ,CAAC,MAAM,CAAC;QACxE,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,CAAC,GAAG,WAAW,EAAE,CAAC,GAAG,YAAY,CAAC,CAAC;QAEnE,IAAI,KAAK,GAAG,IAAI,CAAC;QAEjB,IAAI,MAAM,EAAE,CAAC;YACT;;;;;;cAME;YACF,MAAM,CAAC,GAAG,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5C,IAAI,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,sBAAsB,EAAE,CAAC;gBAClD,KAAK,GAAG,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACrC,CAAC;iBAAM,CAAC;gBACJ,KAAK,GAAG,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC;YACpC,CAAC;QACL,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACxC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,IAAI,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,yBAAyB,CAAC,UAAU,CAAC,CAAC;QAClI,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC;QAE3C,IAAI,IAAY,EAAE,IAAY,CAAC;QAE/B,MAAM,aAAa,GAAG,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC;QACjE,IAAI,aAAa,EAAE,CAAC;YAChB,IAAI,GAAG,CAAC,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACvE,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1E,CAAC;aAAM,CAAC;YACJ,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;YACvH,IAAI,GAAG,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC;QACpF,CAAC;QAED,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,GAAG,IAAI,CAAC,CAAC;QAEnD,IAAI,MAAM,CAAC,mBAAmB,EAAE,CAAC;YAC7B,MAAM,WAAW,GAAG,MAAM,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;YACzD,MAAM,CAAC,SAAS,CAAC,iBAAiB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;YAE3E,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,MAAM,CAAC,mBAAmB,CAAC,CAAC;YACrE,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,MAAM,CAAC,cAAc,CAAC,CAAC;YAC3D,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC;YAEzD,IAAI,MAAM,CAAC,kBAAkB,EAAE,CAAC;gBAC5B,MAAM,CAAC,UAAU,CAAC,oBAAoB,EAAE,MAAM,CAAC,kBAAkB,CAAC,CAAC;gBACnE,MAAM,aAAa,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,SAAS,GAAG,EAAE,CAAC,CAAC;gBAC9D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,aAAa,EAAE,CAAC,GAAG,EAAE,CAAC,CAAC;gBACnE,CAAC;gBACD,MAAM,CAAC,WAAW,CAAC,WAAW,EAAE,aAAa,CAAC,CAAC;gBAC/C,MAAM,kBAAkB,GAAa,EAAE,CAAC;gBACxC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;oBACxC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC;gBAC7D,CAAC;gBACD,MAAM,CAAC,QAAQ,CAAC,gBAAgB,EAAE,kBAAkB,CAAC,CAAC;YAC1D,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;;;;OAOG;IACI,0BAA0B,CAAC,KAAY,EAAE,cAA8B,EAAE,oBAA6B,KAAK,EAAE,eAAwB,KAAK;QAC7I,MAAM,OAAO,GAAG,CAAC,sBAAsB,CAAC,CAAC;QAEzC,IAAI,iBAAiB,EAAE,CAAC;YACpB,OAAO,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAChD,CAAC;QAED,IAAI,YAAY,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACpC,OAAO,CAAC,IAAI,CAAC,0BAA0B,gCAAgC,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC;QAClG,CAAC;QAED,MAAM,cAAc,GAAG,IAAI,cAAc,CACrC,8BAA8B,EAC9B,KAAK,EACL;YACI,MAAM,EAAE,wBAAwB;YAChC,QAAQ,EAAE,wBAAwB;SACrC,EACD;YACI,UAAU,EAAE,yBAAyB,CAAC,QAAQ;YAC9C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,cAAc,EAAE,yBAAyB,CAAC,eAAe;YACzD,cAAc,EAAE,cAAc;YAC9B,OAAO,EAAE,OAAO;YAChB,iBAAiB,EAAE,iBAAiB;SACvC,CACJ,CAAC;QACF,cAAc,CAAC,eAAe,GAAG,KAAK,CAAC;QACvC,cAAc,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,IAAkB,EAAE,EAAE;YACvD,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;YAC9D,MAAM,MAAM,GAAG,IAA6B,CAAC;YAC7C,yBAAyB,CAAC,mBAAmB,CAAC,MAAM,EAAE,UAAU,EAAE,cAAc,EAAE,KAAK,CAAC,CAAC;QAC7F,CAAC,CAAC,CAAC;QACH,OAAO,cAAc,CAAC;IAC1B,CAAC;IAES,MAAM,CAAC,wCAAwC,CAAC,KAAY,EAAE,cAA8B;QAClG,MAAM,cAAc,GAAG,IAAI,cAAc,CACrC,wBAAwB,EACxB,KAAK,EACL;YACI,MAAM,EAAE,wBAAwB;YAChC,QAAQ,EAAE,wBAAwB;SACrC,EACD;YACI,UAAU,EAAE,yBAAyB,CAAC,QAAQ;YAC9C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,QAAQ,EAAE,yBAAyB,CAAC,SAAS;YAC7C,cAAc,EAAE,yBAAyB,CAAC,eAAe;YACzD,cAAc,EAAE,cAAc;SACjC,CACJ,CAAC;QACF,cAAc,CAAC,eAAe,GAAG,KAAK,CAAC;QAEvC,MAAM,kBAAkB,GAAG,IAAI,kBAAkB,CAAC,cAAc,EAAE,KAAK,EAAE;YACrE,UAAU,EAAE,IAAI;SACnB,CAAC,CAAC;QAEH,cAAc,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,IAAkB,EAAE,EAAE;YACvD,MAAM,UAAU,GAAG,IAAI,CAAC,QAAqC,CAAC;YAC9D,MAAM,MAAM,GAAG,IAA6B,CAAC;YAE7C,yBAAyB,CAAC,mBAAmB,CAAC,MAAM,EAAE,UAAU,EAAE,cAAc,EAAE,KAAK,CAAC,CAAC;QAC7F,CAAC,CAAC,CAAC;QAEH,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;;;OAIG;IACa,KAAK,CAAC,IAAY;QAC9B,MAAM,KAAK,GAAG,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;QAE1G,KAAK,CAAC,EAAE,GAAG,IAAI,CAAC;QAChB,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC;QAElB,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;QAE9B,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACa,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAC9C,mBAAmB,CAAC,UAAU,GAAG,mCAAmC,CAAC;QACrE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,2BAA2B,CAAC;IACvC,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAU,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QACnE,MAAM,QAAQ,GAAG,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAE5H,QAAQ,CAAC,aAAa,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAEzD,OAAO,QAAQ,CAAC;IACpB,CAAC;;AAhlBD;;GAEG;AACW,oCAAU,GAAW,GAAG,AAAd,CAAe;AAEvC;;GAEG;AACW,sCAAY,GAAY,KAAK,AAAjB,CAAkB;AAiD3B,kCAAQ,GAAG,CAAC,YAAY,CAAC,YAAY,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,CAAC,AAA1F,CAA2F;AACnG,mCAAS,GAAG,CAAC,qBAAqB,EAAE,qBAAqB,EAAE,gBAAgB,EAAE,eAAe,EAAE,YAAY,EAAE,YAAY,EAAE,YAAY,EAAE,oBAAoB,CAAC,AAApJ,CAAqJ;AAC9J,yCAAe,GAAG,CAAC,OAAO,EAAE,MAAM,CAAC,AAApB,CAAqB;AACpC,mCAAS,GAAG;IACzB,OAAO;IACP,MAAM;IACN,YAAY;IACZ,WAAW;IACX,WAAW;IACX,0BAA0B;IAC1B,aAAa;IACb,iBAAiB;IACjB,OAAO;IACP,aAAa;IACb,YAAY;IACZ,OAAO;IACP,aAAa;IACb,WAAW;IACX,gBAAgB;CACnB,AAhByB,CAgBxB;AAugBN,aAAa,CAAC,mCAAmC,EAAE,yBAAyB,CAAC,CAAC","sourcesContent":["import type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport { MaterialPluginEvent } from \"../materialPluginEvent\";\r\nimport { Material } from \"../material\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport \"../../Shaders/gaussianSplattingDepth.fragment\";\r\nimport \"../../Shaders/gaussianSplattingDepth.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * Computes the maximum number of Gaussian Splatting compound parts supported by the given engine.\r\n * The limit is derived from the engine's maximum vertex uniform vectors capability.\r\n * @param engine - The engine to compute the limit for\r\n * @returns The maximum number of parts supported\r\n */\r\nexport function GetGaussianSplattingMaxPartCount(engine: AbstractEngine): number {\r\n // Each GS compound part requires 5 uniform vectors: 4 for the mat4 world matrix + 1 for the visibility float.\r\n // The maximum number of parts is limited by the engine's uniform vector capacity and by the uint8 partIndices texture format (max 256).\r\n\r\n const uniformsPerSplat = 5;\r\n const reservedUniforms = 40; // base shader uniforms + margin for plugins/clip planes\r\n const absoluteMax = 256; // uint8 partIndices texture format limit\r\n\r\n const maxUniformVectors = engine.getCaps().maxVertexUniformVectors;\r\n const available = Math.max(maxUniformVectors - reservedUniforms, 0);\r\n const maxFromUniforms = Math.floor(available / uniformsPerSplat);\r\n return Math.min(Math.max(maxFromUniforms, 1), absoluteMax);\r\n}\r\n\r\n/**\r\n * @deprecated Use {@link GetGaussianSplattingMaxPartCount} with an engine instance instead.\r\n */\r\nexport const GaussianSplattingMaxPartCount = 128;\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n /** Defines whether fog is enabled */\r\n public FOG = false;\r\n /** Defines whether thin instances are used */\r\n public THIN_INSTANCES = true;\r\n /** Defines whether logarithmic depth is enabled */\r\n public LOGARITHMICDEPTH = false;\r\n /** Defines whether clip plane 1 is enabled */\r\n public CLIPPLANE = false;\r\n /** Defines whether clip plane 2 is enabled */\r\n public CLIPPLANE2 = false;\r\n /** Defines whether clip plane 3 is enabled */\r\n public CLIPPLANE3 = false;\r\n /** Defines whether clip plane 4 is enabled */\r\n public CLIPPLANE4 = false;\r\n /** Defines whether clip plane 5 is enabled */\r\n public CLIPPLANE5 = false;\r\n /** Defines whether clip plane 6 is enabled */\r\n public CLIPPLANE6 = false;\r\n /** Defines the spherical harmonics degree */\r\n public SH_DEGREE = 0;\r\n /** Defines whether compensation is applied */\r\n public COMPENSATION = false;\r\n /** Defines whether this is a compound splat */\r\n public IS_COMPOUND = false;\r\n /** Defines the maximum number of parts (computed from engine caps at runtime) */\r\n public MAX_PART_COUNT = GaussianSplattingMaxPartCount;\r\n\r\n /**\r\n * Constructor of the defines.\r\n * @param externalProperties External properties (e.g. from material plugins) to add to the defines.\r\n */\r\n constructor(externalProperties?: { [name: string]: { type: string; default: any } }) {\r\n super(externalProperties);\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n this.shadowDepthWrapper = GaussianSplattingMaterial._MakeGaussianSplattingShadowDepthWrapper(scene!, this.shaderLanguage);\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n protected static _Attribs = [VertexBuffer.PositionKind, \"splatIndex0\", \"splatIndex1\", \"splatIndex2\", \"splatIndex3\"];\r\n protected static _Samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\", \"partIndicesTexture\"];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _Uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"alpha\",\r\n \"depthValues\",\r\n \"partWorld\",\r\n \"partVisibility\",\r\n ];\r\n private _sourceMesh: GaussianSplattingMesh | null = null;\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n this._callbackPluginEventGeneric(MaterialPluginEvent.GetDefineNames, this._eventInfo);\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines(this._eventInfo.defineNames);\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n // Check plugin readiness\r\n this._eventInfo.isReadyForSubMesh = true;\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.subMesh = subMesh;\r\n this._callbackPluginEventIsReadyForSubMesh(this._eventInfo);\r\n\r\n if (!this._eventInfo.isReadyForSubMesh) {\r\n return false;\r\n }\r\n\r\n if (!this._sourceMesh) {\r\n return false;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = this._sourceMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n defines[\"IS_COMPOUND\"] = gsMesh.isCompound;\r\n defines[\"MAX_PART_COUNT\"] = GetGaussianSplattingMaxPartCount(engine);\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n PrepareAttributesForInstances(GaussianSplattingMaterial._Attribs, defines);\r\n\r\n const attribs = GaussianSplattingMaterial._Attribs.slice();\r\n const uniforms = GaussianSplattingMaterial._Uniforms.slice();\r\n const samplers = GaussianSplattingMaterial._Samplers.slice();\r\n const uniformBuffers = GaussianSplattingMaterial._UniformBuffers.slice();\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n // Let plugin manager prepare its uniform/sampler/ubo lists\r\n if (!this._uniformBufferLayoutBuilt) {\r\n this.buildUniformLayout();\r\n }\r\n\r\n // Prepare plugin effect\r\n this._eventInfo.fallbackRank = 0;\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.attributes = attribs;\r\n this._eventInfo.uniforms = uniforms;\r\n this._eventInfo.samplers = samplers;\r\n this._eventInfo.uniformBuffersNames = uniformBuffers;\r\n this._eventInfo.customCode = undefined;\r\n this._eventInfo.mesh = mesh;\r\n\r\n this._callbackPluginEventGeneric(MaterialPluginEvent.PrepareEffect, this._eventInfo);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n processCodeAfterIncludes: this._eventInfo.customCode,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * GaussianSplattingMaterial belongs to a single mesh\r\n * @param mesh mesh this material belongs to\r\n */\r\n public setSourceMesh(mesh: GaussianSplattingMesh) {\r\n this._sourceMesh = mesh;\r\n }\r\n\r\n /**\r\n * Gets the source mesh of this material, which is the Gaussian Splatting mesh that provides the data for rendering\r\n * @returns The Gaussian Splatting mesh that provides the data for rendering, or null if not set\r\n */\r\n public getSourceMesh(): GaussianSplattingMesh | null {\r\n return this._sourceMesh;\r\n }\r\n\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n\r\n if (!gsMaterial._sourceMesh) {\r\n return;\r\n }\r\n\r\n const gsMesh = gsMaterial._sourceMesh;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n\r\n // Bind part indices texture, if the\r\n if (gsMesh.partIndicesTexture) {\r\n effect.setTexture(\"partIndicesTexture\", gsMesh.partIndicesTexture);\r\n // Bind part world matrices\r\n const partWorldData = new Float32Array(gsMesh.partCount * 16);\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n gsMesh.getWorldMatrixForPart(i).toArray(partWorldData, i * 16);\r\n }\r\n effect.setMatrices(\"partWorld\", partWorldData);\r\n\r\n // Bind part visibility data\r\n const partVisibilityData: number[] = [];\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData.push(gsMesh.partVisibility[i] ?? 1.0);\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n // Bind plugins\r\n this._eventInfo.subMesh = subMesh;\r\n this._callbackPluginEventBindForSubMesh(this._eventInfo);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n protected static _BindEffectUniforms(gsMesh: GaussianSplattingMesh, gsMaterial: GaussianSplattingMaterial, shaderMaterial: ShaderMaterial, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const effect = shaderMaterial.getEffect()!;\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n gsMesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n shaderMaterial.bindView(effect);\r\n shaderMaterial.bindViewProjection(effect);\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n effect.setFloat2(\"invViewport\", 1 / renderWidth, 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.partIndicesTexture) {\r\n effect.setTexture(\"partIndicesTexture\", gsMesh.partIndicesTexture);\r\n const partWorldData = new Float32Array(gsMesh.partCount * 16);\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n gsMesh.getWorldMatrixForPart(i).toArray(partWorldData, i * 16);\r\n }\r\n effect.setMatrices(\"partWorld\", partWorldData);\r\n const partVisibilityData: number[] = [];\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData.push(gsMesh.partVisibility[i] ?? 1.0);\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Create a depth rendering material for a Gaussian Splatting mesh\r\n * @param scene scene it belongs to\r\n * @param shaderLanguage GLSL or WGSL\r\n * @param alphaBlendedDepth whether to enable alpha blended depth rendering\r\n * @param compoundMesh whether the mesh is a compound mesh\r\n * @returns depth rendering shader material\r\n */\r\n public makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage, alphaBlendedDepth: boolean = false, compoundMesh: boolean = false): ShaderMaterial {\r\n const defines = [\"#define DEPTH_RENDER\"];\r\n\r\n if (alphaBlendedDepth) {\r\n defines.push(\"#define ALPHA_BLENDED_DEPTH\");\r\n }\r\n\r\n if (compoundMesh) {\r\n defines.push(\"#define IS_COMPOUND\");\r\n defines.push(`#define MAX_PART_COUNT ${GetGaussianSplattingMaxPartCount(scene.getEngine())}`);\r\n }\r\n\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepthRender\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n defines: defines,\r\n needAlphaBlending: alphaBlendedDepth,\r\n }\r\n );\r\n shaderMaterial.backFaceCulling = false;\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n return shaderMaterial;\r\n }\r\n\r\n protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepth\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n shaderMaterial.backFaceCulling = false;\r\n\r\n const shadowDepthWrapper = new ShadowDepthWrapper(shaderMaterial, scene, {\r\n standalone: true,\r\n });\r\n\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n\r\n return shadowDepthWrapper;\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n const clone = SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n this._clonePlugins(clone, \"\");\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n const material = SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n Material._ParsePlugins(source, material, scene, rootUrl);\r\n\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
|
|
@@ -61,4 +61,9 @@ export declare class EquiRectangularCubeTexture extends BaseTexture {
|
|
|
61
61
|
* @returns A clone of the current EquiRectangularCubeTexture.
|
|
62
62
|
*/
|
|
63
63
|
clone(): EquiRectangularCubeTexture;
|
|
64
|
+
/**
|
|
65
|
+
* Finish the loading sequence of a texture flagged as delayed load.
|
|
66
|
+
* @internal
|
|
67
|
+
*/
|
|
68
|
+
delayLoad(): void;
|
|
64
69
|
}
|
|
@@ -178,6 +178,22 @@ export class EquiRectangularCubeTexture extends BaseTexture {
|
|
|
178
178
|
newTexture.coordinatesMode = this.coordinatesMode;
|
|
179
179
|
return newTexture;
|
|
180
180
|
}
|
|
181
|
+
/**
|
|
182
|
+
* Finish the loading sequence of a texture flagged as delayed load.
|
|
183
|
+
* @internal
|
|
184
|
+
*/
|
|
185
|
+
delayLoad() {
|
|
186
|
+
if (this.delayLoadState !== 4) {
|
|
187
|
+
return;
|
|
188
|
+
}
|
|
189
|
+
this._texture = this._getFromCache(this.url, this._noMipmap, undefined, undefined, undefined, this.isCube);
|
|
190
|
+
this.delayLoadState = 1;
|
|
191
|
+
if (!this._texture) {
|
|
192
|
+
this._loadImage(() => {
|
|
193
|
+
this._loadTexture();
|
|
194
|
+
}, this._onError);
|
|
195
|
+
}
|
|
196
|
+
}
|
|
181
197
|
}
|
|
182
198
|
/** The six faces of the cube. */
|
|
183
199
|
EquiRectangularCubeTexture._FacesMapping = ["right", "left", "up", "down", "front", "back"];
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"equiRectangularCubeTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/equiRectangularCubeTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,sBAAsB,EAAE,MAAM,+CAA+C,CAAC;AACvF,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AAGpC,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AACzC,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,mBAAmB,EAAE,oCAAgC;AAE9D;;GAEG;AACH,MAAM,OAAO,0BAA2B,SAAQ,WAAW;IA0BvD;;;;;;;;;;;OAWG;IACH,YACI,GAAW,EACX,KAAY,EACZ,IAAY,EACZ,WAAoB,KAAK,EACzB,aAAsB,IAAI,EAC1B,SAA+B,IAAI,EACnC,UAAiE,IAAI,EACrE,WAAW,GAAG,KAAK;QAEnB,KAAK,CAAC,KAAK,CAAC,CAAC;QA3CT,YAAO,GAAyB,IAAI,CAAC;QACrC,aAAQ,GAAyB,IAAI,CAAC;QA4C1C,IAAI,CAAC,GAAG,EAAE,CAAC;YACP,MAAM,IAAI,KAAK,CAAC,sBAAsB,CAAC,CAAC;QAC5C,CAAC;QAED,IAAI,CAAC,gBAAgB,GAAG,OAAO,CAAC,UAAU,CAAC;QAC3C,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;QAChB,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;QACf,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,YAAY,GAAG,WAAW,CAAC;QAChC,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;QAC7B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QAExB,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;QAEnB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAEtG,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC;YACjB,IAAI,CAAC,KAAK,CAAC,wBAAwB,EAAE,CAAC;gBAClC,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,CAAC,IAAI,CAAC,YAAY,EAAE,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC9D,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,cAAc,GAAG,SAAS,CAAC,wBAAwB,CAAC;YAC7D,CAAC;QACL,CAAC;aAAM,IAAI,MAAM,EAAE,CAAC;YAChB,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;gBACxB,KAAK,CAAC,YAAY,CAAC,GAAG,EAAE,CAAC,MAAM,EAAE,CAAC,CAAC;YACvC,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;YACjD,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;OAIG;IACK,UAAU,CAAC,mBAA+B,EAAE,OAA8D;QAC9G,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAC9B,IAAI,CAAC,KAAK,EAAE,CAAC;YACT,OAAO;QACX,CAAC;QAED,gCAAgC;QAChC,MAAM,OAAO,GAAG,KAAK;aAChB,SAAS,EAAE;aACX,oBAAoB,CACjB,IAAI,EACJ,IAAI,CAAC,KAAK,EACV,SAAS,CAAC,iBAAiB,EAC3B,KAAK,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,YAAY,CAAC,CAAC,CAAC,SAAS,CAAC,iBAAiB,CAAC,CAAC,CAAC,SAAS,CAAC,4BAA4B,EAC/G,CAAC,IAAI,CAAC,SAAS,EACf,KAAK,EACL,SAAS,CAAC,8BAA8B,CAC3C,CAAC;QACN,OAAO,CAAC,eAAe,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC;QAC1C,KAAK,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC;QAC9B,OAAO,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;QACvB,OAAO,CAAC,OAAO,GAAG,KAAK,CAAC;QACxB,KAAK,CAAC,SAAS,EAAE,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QACvD,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QAExB,SAAS,CACL,IAAI,CAAC,GAAG,EACR,CAAC,KAAK,EAAE,EAAE;YACN,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC,KAAK,CAAC;YAC1B,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,MAAM,CAAC;YAC5B,IAAI,MAA2C,CAAC;YAEhD,IAAI,mBAAmB,EAAE,EAAE,CAAC;gBACxB,MAAM,GAAG,QAAQ,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;gBAC1C,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;gBAC3B,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;YACjC,CAAC;iBAAM,CAAC;gBACJ,qDAAqD;gBACrD,MAAM,GAAG,IAAI,eAAe,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YAC5D,CAAC;YAED,MAAM,GAAG,GAAG,MAAM,CAAC,UAAU,CAAC,IAAI,CAAiE,CAAC;YACpG,GAAG,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAE3B,MAAM,SAAS,GAAG,GAAG,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,CAAC,CAAC;YACpE,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC,IAAI,CAAC,MAAqB,CAAC;YAEpD,IAAK,MAA4B,CAAC,MAAM,EAAE,CAAC;gBACtC,MAA4B,CAAC,MAAM,EAAE,CAAC;YAC3C,CAAC;YACD,mBAAmB,EAAE,CAAC;QAC1B,CAAC,EACD,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE;YACL,KAAK,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;YACjC,IAAI,OAAO,EAAE,CAAC;gBACV,OAAO,CAAC,GAAG,IAAI,CAAC,YAAY,EAAE,sBAAsB,EAAE,CAAC,CAAC,CAAC;YAC7D,CAAC;QACL,CAAC,EACD,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,CAAC,CAAC,CAAC,IAAI,CACvC,CAAC;IACN,CAAC;IAED;;OAEG;IACK,YAAY;QAChB,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAC9B,MAAM,QAAQ,GAAG,GAAsB,EAAE;YACrC,MAAM,SAAS,GAAG,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAErE,+BAA+B;YAC/B,MAAM,IAAI,GAAG,sBAAsB,CAAC,wBAAwB,CAAC,SAAS,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YAElI,MAAM,OAAO,GAAG,EAAE,CAAC;YAEnB,mBAAmB;YACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;gBACzB,MAAM,QAAQ,GAAI,IAAY,CAAC,0BAA0B,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC5E,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC3B,CAAC;YAED,OAAO,OAAO,CAAC;QACnB,CAAC,CAAC;QAEF,IAAI,CAAC,KAAK,EAAE,CAAC;YACT,OAAO;QACX,CAAC;QACD,MAAM,cAAc,GAAG,QAAQ,EAAE,CAAC;QAElC,MAAM,OAAO,GAAG,IAAI,CAAC,QAAS,CAAC;QAC/B,KAAK,CAAC,SAAS,EAAE,CAAC,oBAAoB,CAAC,OAAO,EAAE,cAAc,EAAE,OAAO,CAAC,MAAM,EAAE,OAAO,CAAC,IAAI,EAAE,OAAO,CAAC,OAAO,CAAC,CAAC;QAC/G,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;QACvB,KAAK,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;QAEjC,OAAO,CAAC,kBAAkB,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;QACpD,OAAO,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;QAEnC,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;IACL,CAAC;IAED;;;;OAIG;IACK,+BAA+B,CAAC,MAAmB;QACvD,MAAM,QAAQ,GAAG,IAAI,QAAQ,CAAC,MAAM,CAAC,CAAC;QACtC,MAAM,cAAc,GAAG,IAAI,YAAY,CAAC,CAAC,MAAM,CAAC,UAAU,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;QAErE,IAAI,CAAC,GAAG,CAAC,CAAC;QACV,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC;YACzC,mEAAmE;YACnE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;gBACpB,cAAc,CAAC,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,QAAQ,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YACrD,CAAC;QACL,CAAC;QAED,OAAO,cAAc,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,4BAA4B,CAAC;IACxC,CAAC;IAED;;;OAGG;IACa,KAAK;QACjB,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAC9B,IAAI,CAAC,KAAK,EAAE,CAAC;YACT,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,MAAM,UAAU,GAAG,IAAI,0BAA0B,CAAC,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAEhH,eAAe;QACf,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC9B,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC9B,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC9B,UAAU,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QACpD,UAAU,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;QAElD,OAAO,UAAU,CAAC;IACtB,CAAC;;AA9OD,iCAAiC;AAClB,wCAAa,GAAG,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,CAAC,AAAnD,CAAoD","sourcesContent":["import { PanoramaToCubeMapTools } from \"../../Misc/HighDynamicRange/panoramaToCubemap\";\r\nimport { BaseTexture } from \"./baseTexture\";\r\nimport { Texture } from \"./texture\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { LoadImage } from \"../../Misc/fileTools\";\r\nimport { IsDocumentAvailable } from \"core/Misc/domManagement\";\r\n\r\n/**\r\n * This represents a texture coming from an equirectangular image supported by the web browser canvas.\r\n */\r\nexport class EquiRectangularCubeTexture extends BaseTexture {\r\n /** The six faces of the cube. */\r\n private static _FacesMapping = [\"right\", \"left\", \"up\", \"down\", \"front\", \"back\"];\r\n\r\n private _noMipmap: boolean;\r\n private _onLoad: Nullable<() => void> = null;\r\n private _onError: Nullable<() => void> = null;\r\n\r\n /** The size of the cubemap. */\r\n private _size: number;\r\n\r\n /** Whether to supersample the input image */\r\n private _supersample: boolean;\r\n\r\n /** The buffer of the image. */\r\n private _buffer: ArrayBuffer;\r\n\r\n /** The width of the input image. */\r\n private _width: number;\r\n\r\n /** The height of the input image. */\r\n private _height: number;\r\n\r\n /** The URL to the image. */\r\n public url: string;\r\n\r\n /**\r\n * Instantiates an EquiRectangularCubeTexture from the following parameters.\r\n * @param url The location of the image\r\n * @param scene The scene the texture will be used in\r\n * @param size The cubemap desired size (the more it increases the longer the generation will be)\r\n * @param noMipmap Forces to not generate the mipmap if true\r\n * @param gammaSpace Specifies if the texture will be used in gamma or linear space\r\n * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)\r\n * @param onLoad — defines a callback called when texture is loaded\r\n * @param onError — defines a callback called if there is an error\r\n * @param supersample — defines if texture must be supersampled (default: false)\r\n */\r\n constructor(\r\n url: string,\r\n scene: Scene,\r\n size: number,\r\n noMipmap: boolean = false,\r\n gammaSpace: boolean = true,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n supersample = false\r\n ) {\r\n super(scene);\r\n\r\n if (!url) {\r\n throw new Error(\"Image url is not set\");\r\n }\r\n\r\n this._coordinatesMode = Texture.CUBIC_MODE;\r\n this.name = url;\r\n this.url = url;\r\n this._size = size;\r\n this._supersample = supersample;\r\n this._noMipmap = noMipmap;\r\n this.gammaSpace = gammaSpace;\r\n this._onLoad = onLoad;\r\n this._onError = onError;\r\n\r\n this.hasAlpha = false;\r\n this.isCube = true;\r\n\r\n this._texture = this._getFromCache(url, this._noMipmap, undefined, undefined, undefined, this.isCube);\r\n\r\n if (!this._texture) {\r\n if (!scene.useDelayedTextureLoading) {\r\n this._loadImage(() => this._loadTexture(), this._onError);\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else if (onLoad) {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoad());\r\n } else {\r\n this._texture.onLoadedObservable.add(onLoad);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Load the image data, by putting the image on a canvas and extracting its buffer.\r\n * @param loadTextureCallback\r\n * @param onError\r\n */\r\n private _loadImage(loadTextureCallback: () => void, onError: Nullable<(message?: string, exception?: any) => void>): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n // Create texture before loading\r\n const texture = scene\r\n .getEngine()\r\n .createRawCubeTexture(\r\n null,\r\n this._size,\r\n Constants.TEXTUREFORMAT_RGB,\r\n scene.getEngine().getCaps().textureFloat ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_UNSIGNED_INTEGER,\r\n !this._noMipmap,\r\n false,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE\r\n );\r\n texture.generateMipMaps = !this._noMipmap;\r\n scene.addPendingData(texture);\r\n texture.url = this.url;\r\n texture.isReady = false;\r\n scene.getEngine()._internalTexturesCache.push(texture);\r\n this._texture = texture;\r\n\r\n LoadImage(\r\n this.url,\r\n (image) => {\r\n this._width = image.width;\r\n this._height = image.height;\r\n let canvas: HTMLCanvasElement | OffscreenCanvas;\r\n\r\n if (IsDocumentAvailable()) {\r\n canvas = document.createElement(\"canvas\");\r\n canvas.width = this._width;\r\n canvas.height = this._height;\r\n } else {\r\n // Canvas is not available in the current environment\r\n canvas = new OffscreenCanvas(this._width, this._height);\r\n }\r\n\r\n const ctx = canvas.getContext(\"2d\") as CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D;\r\n ctx.drawImage(image, 0, 0);\r\n\r\n const imageData = ctx.getImageData(0, 0, image.width, image.height);\r\n this._buffer = imageData.data.buffer as ArrayBuffer;\r\n\r\n if ((canvas as HTMLCanvasElement).remove) {\r\n (canvas as HTMLCanvasElement).remove();\r\n }\r\n loadTextureCallback();\r\n },\r\n (_, e) => {\r\n scene.removePendingData(texture);\r\n if (onError) {\r\n onError(`${this.getClassName()} could not be loaded`, e);\r\n }\r\n },\r\n scene ? scene.offlineProvider : null\r\n );\r\n }\r\n\r\n /**\r\n * Convert the image buffer into a cubemap and create a CubeTexture.\r\n */\r\n private _loadTexture(): void {\r\n const scene = this.getScene();\r\n const callback = (): ArrayBufferView[] => {\r\n const imageData = this._getFloat32ArrayFromArrayBuffer(this._buffer);\r\n\r\n // Extract the raw linear data.\r\n const data = PanoramaToCubeMapTools.ConvertPanoramaToCubemap(imageData, this._width, this._height, this._size, this._supersample);\r\n\r\n const results = [];\r\n\r\n // Push each faces.\r\n for (let i = 0; i < 6; i++) {\r\n const dataFace = (data as any)[EquiRectangularCubeTexture._FacesMapping[i]];\r\n results.push(dataFace);\r\n }\r\n\r\n return results;\r\n };\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n const faceDataArrays = callback();\r\n\r\n const texture = this._texture!;\r\n scene.getEngine().updateRawCubeTexture(texture, faceDataArrays, texture.format, texture.type, texture.invertY);\r\n texture.isReady = true;\r\n scene.removePendingData(texture);\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (this._onLoad) {\r\n this._onLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.\r\n * @param buffer The ArrayBuffer that should be converted.\r\n * @returns The buffer as Float32Array.\r\n */\r\n private _getFloat32ArrayFromArrayBuffer(buffer: ArrayBuffer): Float32Array {\r\n const dataView = new DataView(buffer);\r\n const floatImageData = new Float32Array((buffer.byteLength * 3) / 4);\r\n\r\n let k = 0;\r\n for (let i = 0; i < buffer.byteLength; i++) {\r\n // We drop the transparency channel, because we do not need/want it\r\n if ((i + 1) % 4 !== 0) {\r\n floatImageData[k++] = dataView.getUint8(i) / 255;\r\n }\r\n }\r\n\r\n return floatImageData;\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"EquiRectangularCubeTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"EquiRectangularCubeTexture\";\r\n }\r\n\r\n /**\r\n * Create a clone of the current EquiRectangularCubeTexture and return it.\r\n * @returns A clone of the current EquiRectangularCubeTexture.\r\n */\r\n public override clone(): EquiRectangularCubeTexture {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const newTexture = new EquiRectangularCubeTexture(this.url, scene, this._size, this._noMipmap, this.gammaSpace);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n newTexture.coordinatesIndex = this.coordinatesIndex;\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"equiRectangularCubeTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/equiRectangularCubeTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,sBAAsB,EAAE,MAAM,+CAA+C,CAAC;AACvF,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AAGpC,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AACzC,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,mBAAmB,EAAE,oCAAgC;AAE9D;;GAEG;AACH,MAAM,OAAO,0BAA2B,SAAQ,WAAW;IA0BvD;;;;;;;;;;;OAWG;IACH,YACI,GAAW,EACX,KAAY,EACZ,IAAY,EACZ,WAAoB,KAAK,EACzB,aAAsB,IAAI,EAC1B,SAA+B,IAAI,EACnC,UAAiE,IAAI,EACrE,WAAW,GAAG,KAAK;QAEnB,KAAK,CAAC,KAAK,CAAC,CAAC;QA3CT,YAAO,GAAyB,IAAI,CAAC;QACrC,aAAQ,GAAyB,IAAI,CAAC;QA4C1C,IAAI,CAAC,GAAG,EAAE,CAAC;YACP,MAAM,IAAI,KAAK,CAAC,sBAAsB,CAAC,CAAC;QAC5C,CAAC;QAED,IAAI,CAAC,gBAAgB,GAAG,OAAO,CAAC,UAAU,CAAC;QAC3C,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;QAChB,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;QACf,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,YAAY,GAAG,WAAW,CAAC;QAChC,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;QAC7B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QAExB,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;QAEnB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAEtG,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC;YACjB,IAAI,CAAC,KAAK,CAAC,wBAAwB,EAAE,CAAC;gBAClC,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,CAAC,IAAI,CAAC,YAAY,EAAE,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC9D,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,cAAc,GAAG,SAAS,CAAC,wBAAwB,CAAC;YAC7D,CAAC;QACL,CAAC;aAAM,IAAI,MAAM,EAAE,CAAC;YAChB,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;gBACxB,KAAK,CAAC,YAAY,CAAC,GAAG,EAAE,CAAC,MAAM,EAAE,CAAC,CAAC;YACvC,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;YACjD,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;OAIG;IACK,UAAU,CAAC,mBAA+B,EAAE,OAA8D;QAC9G,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAC9B,IAAI,CAAC,KAAK,EAAE,CAAC;YACT,OAAO;QACX,CAAC;QAED,gCAAgC;QAChC,MAAM,OAAO,GAAG,KAAK;aAChB,SAAS,EAAE;aACX,oBAAoB,CACjB,IAAI,EACJ,IAAI,CAAC,KAAK,EACV,SAAS,CAAC,iBAAiB,EAC3B,KAAK,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,YAAY,CAAC,CAAC,CAAC,SAAS,CAAC,iBAAiB,CAAC,CAAC,CAAC,SAAS,CAAC,4BAA4B,EAC/G,CAAC,IAAI,CAAC,SAAS,EACf,KAAK,EACL,SAAS,CAAC,8BAA8B,CAC3C,CAAC;QACN,OAAO,CAAC,eAAe,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC;QAC1C,KAAK,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC;QAC9B,OAAO,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;QACvB,OAAO,CAAC,OAAO,GAAG,KAAK,CAAC;QACxB,KAAK,CAAC,SAAS,EAAE,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QACvD,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QAExB,SAAS,CACL,IAAI,CAAC,GAAG,EACR,CAAC,KAAK,EAAE,EAAE;YACN,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC,KAAK,CAAC;YAC1B,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,MAAM,CAAC;YAC5B,IAAI,MAA2C,CAAC;YAEhD,IAAI,mBAAmB,EAAE,EAAE,CAAC;gBACxB,MAAM,GAAG,QAAQ,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;gBAC1C,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;gBAC3B,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;YACjC,CAAC;iBAAM,CAAC;gBACJ,qDAAqD;gBACrD,MAAM,GAAG,IAAI,eAAe,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YAC5D,CAAC;YAED,MAAM,GAAG,GAAG,MAAM,CAAC,UAAU,CAAC,IAAI,CAAiE,CAAC;YACpG,GAAG,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAE3B,MAAM,SAAS,GAAG,GAAG,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,CAAC,CAAC;YACpE,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC,IAAI,CAAC,MAAqB,CAAC;YAEpD,IAAK,MAA4B,CAAC,MAAM,EAAE,CAAC;gBACtC,MAA4B,CAAC,MAAM,EAAE,CAAC;YAC3C,CAAC;YACD,mBAAmB,EAAE,CAAC;QAC1B,CAAC,EACD,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE;YACL,KAAK,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;YACjC,IAAI,OAAO,EAAE,CAAC;gBACV,OAAO,CAAC,GAAG,IAAI,CAAC,YAAY,EAAE,sBAAsB,EAAE,CAAC,CAAC,CAAC;YAC7D,CAAC;QACL,CAAC,EACD,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,eAAe,CAAC,CAAC,CAAC,IAAI,CACvC,CAAC;IACN,CAAC;IAED;;OAEG;IACK,YAAY;QAChB,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAC9B,MAAM,QAAQ,GAAG,GAAsB,EAAE;YACrC,MAAM,SAAS,GAAG,IAAI,CAAC,+BAA+B,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAErE,+BAA+B;YAC/B,MAAM,IAAI,GAAG,sBAAsB,CAAC,wBAAwB,CAAC,SAAS,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YAElI,MAAM,OAAO,GAAG,EAAE,CAAC;YAEnB,mBAAmB;YACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;gBACzB,MAAM,QAAQ,GAAI,IAAY,CAAC,0BAA0B,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC5E,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC3B,CAAC;YAED,OAAO,OAAO,CAAC;QACnB,CAAC,CAAC;QAEF,IAAI,CAAC,KAAK,EAAE,CAAC;YACT,OAAO;QACX,CAAC;QACD,MAAM,cAAc,GAAG,QAAQ,EAAE,CAAC;QAElC,MAAM,OAAO,GAAG,IAAI,CAAC,QAAS,CAAC;QAC/B,KAAK,CAAC,SAAS,EAAE,CAAC,oBAAoB,CAAC,OAAO,EAAE,cAAc,EAAE,OAAO,CAAC,MAAM,EAAE,OAAO,CAAC,IAAI,EAAE,OAAO,CAAC,OAAO,CAAC,CAAC;QAC/G,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;QACvB,KAAK,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;QAEjC,OAAO,CAAC,kBAAkB,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;QACpD,OAAO,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;QAEnC,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC;IACL,CAAC;IAED;;;;OAIG;IACK,+BAA+B,CAAC,MAAmB;QACvD,MAAM,QAAQ,GAAG,IAAI,QAAQ,CAAC,MAAM,CAAC,CAAC;QACtC,MAAM,cAAc,GAAG,IAAI,YAAY,CAAC,CAAC,MAAM,CAAC,UAAU,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;QAErE,IAAI,CAAC,GAAG,CAAC,CAAC;QACV,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC;YACzC,mEAAmE;YACnE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;gBACpB,cAAc,CAAC,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,QAAQ,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;YACrD,CAAC;QACL,CAAC;QAED,OAAO,cAAc,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,4BAA4B,CAAC;IACxC,CAAC;IAED;;;OAGG;IACa,KAAK;QACjB,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAC9B,IAAI,CAAC,KAAK,EAAE,CAAC;YACT,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,MAAM,UAAU,GAAG,IAAI,0BAA0B,CAAC,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAEhH,eAAe;QACf,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC9B,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC9B,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC9B,UAAU,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QACpD,UAAU,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;QAElD,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;;OAGG;IACa,SAAS;QACrB,IAAI,IAAI,CAAC,cAAc,KAAK,SAAS,CAAC,wBAAwB,EAAE,CAAC;YAC7D,OAAO;QACX,CAAC;QAED,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3G,IAAI,CAAC,cAAc,GAAG,SAAS,CAAC,qBAAqB,CAAC;QAEtD,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC;YACjB,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE;gBACjB,IAAI,CAAC,YAAY,EAAE,CAAC;YACxB,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QACtB,CAAC;IACL,CAAC;;AAjQD,iCAAiC;AAClB,wCAAa,GAAG,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,CAAC,AAAnD,CAAoD","sourcesContent":["import { PanoramaToCubeMapTools } from \"../../Misc/HighDynamicRange/panoramaToCubemap\";\r\nimport { BaseTexture } from \"./baseTexture\";\r\nimport { Texture } from \"./texture\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { LoadImage } from \"../../Misc/fileTools\";\r\nimport { IsDocumentAvailable } from \"core/Misc/domManagement\";\r\n\r\n/**\r\n * This represents a texture coming from an equirectangular image supported by the web browser canvas.\r\n */\r\nexport class EquiRectangularCubeTexture extends BaseTexture {\r\n /** The six faces of the cube. */\r\n private static _FacesMapping = [\"right\", \"left\", \"up\", \"down\", \"front\", \"back\"];\r\n\r\n private _noMipmap: boolean;\r\n private _onLoad: Nullable<() => void> = null;\r\n private _onError: Nullable<() => void> = null;\r\n\r\n /** The size of the cubemap. */\r\n private _size: number;\r\n\r\n /** Whether to supersample the input image */\r\n private _supersample: boolean;\r\n\r\n /** The buffer of the image. */\r\n private _buffer: ArrayBuffer;\r\n\r\n /** The width of the input image. */\r\n private _width: number;\r\n\r\n /** The height of the input image. */\r\n private _height: number;\r\n\r\n /** The URL to the image. */\r\n public url: string;\r\n\r\n /**\r\n * Instantiates an EquiRectangularCubeTexture from the following parameters.\r\n * @param url The location of the image\r\n * @param scene The scene the texture will be used in\r\n * @param size The cubemap desired size (the more it increases the longer the generation will be)\r\n * @param noMipmap Forces to not generate the mipmap if true\r\n * @param gammaSpace Specifies if the texture will be used in gamma or linear space\r\n * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)\r\n * @param onLoad — defines a callback called when texture is loaded\r\n * @param onError — defines a callback called if there is an error\r\n * @param supersample — defines if texture must be supersampled (default: false)\r\n */\r\n constructor(\r\n url: string,\r\n scene: Scene,\r\n size: number,\r\n noMipmap: boolean = false,\r\n gammaSpace: boolean = true,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n supersample = false\r\n ) {\r\n super(scene);\r\n\r\n if (!url) {\r\n throw new Error(\"Image url is not set\");\r\n }\r\n\r\n this._coordinatesMode = Texture.CUBIC_MODE;\r\n this.name = url;\r\n this.url = url;\r\n this._size = size;\r\n this._supersample = supersample;\r\n this._noMipmap = noMipmap;\r\n this.gammaSpace = gammaSpace;\r\n this._onLoad = onLoad;\r\n this._onError = onError;\r\n\r\n this.hasAlpha = false;\r\n this.isCube = true;\r\n\r\n this._texture = this._getFromCache(url, this._noMipmap, undefined, undefined, undefined, this.isCube);\r\n\r\n if (!this._texture) {\r\n if (!scene.useDelayedTextureLoading) {\r\n this._loadImage(() => this._loadTexture(), this._onError);\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else if (onLoad) {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoad());\r\n } else {\r\n this._texture.onLoadedObservable.add(onLoad);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Load the image data, by putting the image on a canvas and extracting its buffer.\r\n * @param loadTextureCallback\r\n * @param onError\r\n */\r\n private _loadImage(loadTextureCallback: () => void, onError: Nullable<(message?: string, exception?: any) => void>): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n // Create texture before loading\r\n const texture = scene\r\n .getEngine()\r\n .createRawCubeTexture(\r\n null,\r\n this._size,\r\n Constants.TEXTUREFORMAT_RGB,\r\n scene.getEngine().getCaps().textureFloat ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_UNSIGNED_INTEGER,\r\n !this._noMipmap,\r\n false,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE\r\n );\r\n texture.generateMipMaps = !this._noMipmap;\r\n scene.addPendingData(texture);\r\n texture.url = this.url;\r\n texture.isReady = false;\r\n scene.getEngine()._internalTexturesCache.push(texture);\r\n this._texture = texture;\r\n\r\n LoadImage(\r\n this.url,\r\n (image) => {\r\n this._width = image.width;\r\n this._height = image.height;\r\n let canvas: HTMLCanvasElement | OffscreenCanvas;\r\n\r\n if (IsDocumentAvailable()) {\r\n canvas = document.createElement(\"canvas\");\r\n canvas.width = this._width;\r\n canvas.height = this._height;\r\n } else {\r\n // Canvas is not available in the current environment\r\n canvas = new OffscreenCanvas(this._width, this._height);\r\n }\r\n\r\n const ctx = canvas.getContext(\"2d\") as CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D;\r\n ctx.drawImage(image, 0, 0);\r\n\r\n const imageData = ctx.getImageData(0, 0, image.width, image.height);\r\n this._buffer = imageData.data.buffer as ArrayBuffer;\r\n\r\n if ((canvas as HTMLCanvasElement).remove) {\r\n (canvas as HTMLCanvasElement).remove();\r\n }\r\n loadTextureCallback();\r\n },\r\n (_, e) => {\r\n scene.removePendingData(texture);\r\n if (onError) {\r\n onError(`${this.getClassName()} could not be loaded`, e);\r\n }\r\n },\r\n scene ? scene.offlineProvider : null\r\n );\r\n }\r\n\r\n /**\r\n * Convert the image buffer into a cubemap and create a CubeTexture.\r\n */\r\n private _loadTexture(): void {\r\n const scene = this.getScene();\r\n const callback = (): ArrayBufferView[] => {\r\n const imageData = this._getFloat32ArrayFromArrayBuffer(this._buffer);\r\n\r\n // Extract the raw linear data.\r\n const data = PanoramaToCubeMapTools.ConvertPanoramaToCubemap(imageData, this._width, this._height, this._size, this._supersample);\r\n\r\n const results = [];\r\n\r\n // Push each faces.\r\n for (let i = 0; i < 6; i++) {\r\n const dataFace = (data as any)[EquiRectangularCubeTexture._FacesMapping[i]];\r\n results.push(dataFace);\r\n }\r\n\r\n return results;\r\n };\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n const faceDataArrays = callback();\r\n\r\n const texture = this._texture!;\r\n scene.getEngine().updateRawCubeTexture(texture, faceDataArrays, texture.format, texture.type, texture.invertY);\r\n texture.isReady = true;\r\n scene.removePendingData(texture);\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (this._onLoad) {\r\n this._onLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.\r\n * @param buffer The ArrayBuffer that should be converted.\r\n * @returns The buffer as Float32Array.\r\n */\r\n private _getFloat32ArrayFromArrayBuffer(buffer: ArrayBuffer): Float32Array {\r\n const dataView = new DataView(buffer);\r\n const floatImageData = new Float32Array((buffer.byteLength * 3) / 4);\r\n\r\n let k = 0;\r\n for (let i = 0; i < buffer.byteLength; i++) {\r\n // We drop the transparency channel, because we do not need/want it\r\n if ((i + 1) % 4 !== 0) {\r\n floatImageData[k++] = dataView.getUint8(i) / 255;\r\n }\r\n }\r\n\r\n return floatImageData;\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"EquiRectangularCubeTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"EquiRectangularCubeTexture\";\r\n }\r\n\r\n /**\r\n * Create a clone of the current EquiRectangularCubeTexture and return it.\r\n * @returns A clone of the current EquiRectangularCubeTexture.\r\n */\r\n public override clone(): EquiRectangularCubeTexture {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const newTexture = new EquiRectangularCubeTexture(this.url, scene, this._size, this._noMipmap, this.gammaSpace);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n newTexture.coordinatesIndex = this.coordinatesIndex;\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Finish the loading sequence of a texture flagged as delayed load.\r\n * @internal\r\n */\r\n public override delayLoad(): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n\r\n this._texture = this._getFromCache(this.url, this._noMipmap, undefined, undefined, undefined, this.isCube);\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n\r\n if (!this._texture) {\r\n this._loadImage(() => {\r\n this._loadTexture();\r\n }, this._onError);\r\n }\r\n }\r\n}\r\n"]}
|
package/Misc/tools.js
CHANGED
|
@@ -1221,7 +1221,7 @@ Tools._DefaultCdnUrl = "https://cdn.babylonjs.com";
|
|
|
1221
1221
|
* When set, unversioned CDN URLs will be rewritten to include this version prefix.
|
|
1222
1222
|
* @internal
|
|
1223
1223
|
*/
|
|
1224
|
-
Tools._CdnVersion = "8.56.
|
|
1224
|
+
Tools._CdnVersion = "8.56.2";
|
|
1225
1225
|
/**
|
|
1226
1226
|
* @internal
|
|
1227
1227
|
*/
|