@onerjs/core 8.46.1 → 8.46.2

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Files changed (38) hide show
  1. package/Collisions/gpuPicker.js +9 -1
  2. package/Collisions/gpuPicker.js.map +1 -1
  3. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +20 -0
  4. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +58 -13
  5. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  6. package/Engines/WebGPU/webgpuConstants.d.ts +5 -2
  7. package/Engines/WebGPU/webgpuConstants.js +3 -0
  8. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  9. package/Engines/engine.d.ts +45 -41
  10. package/Engines/webgpuEngine.d.ts +84 -0
  11. package/Engines/webgpuEngine.js +80 -1
  12. package/Engines/webgpuEngine.js.map +1 -1
  13. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.d.ts +7 -0
  14. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +22 -0
  15. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -1
  16. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -28
  17. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  18. package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.d.ts +46 -0
  19. package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.js +56 -0
  20. package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.js.map +1 -0
  21. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +104 -463
  22. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +553 -2018
  23. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  24. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +554 -0
  25. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +2017 -0
  26. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -0
  27. package/Meshes/index.d.ts +2 -0
  28. package/Meshes/index.js +2 -0
  29. package/Meshes/index.js.map +1 -1
  30. package/Rendering/depthRenderer.js +2 -1
  31. package/Rendering/depthRenderer.js.map +1 -1
  32. package/package.json +1 -1
  33. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts +0 -5
  34. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js +0 -35
  35. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +0 -1
  36. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts +0 -5
  37. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js +0 -36
  38. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +0 -1
@@ -174,7 +174,7 @@ export class GPUPicker {
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  if (className === "GaussianSplattingPartProxyMesh") {
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  continue;
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  }
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- // Skip thin instance cleanup for GaussianSplattingMesh (their thin instances are for batching, not picking)
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+ // Skip thin instance cleanup for GaussianSplattingMesh (thin instances are for batching, not picking)
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  if (className !== "GaussianSplattingMesh") {
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  if (mesh.hasInstances) {
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  mesh.removeVerticesData(GPUPicker._AttributeName);
@@ -304,6 +304,9 @@ export class GPUPicker {
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  this._idMap[pickId] = globalIndex;
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  this._meshUniqueIdToPickerId[mesh.uniqueId] = pickId;
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  nextFreeId++;
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+ if (!mesh.isPickable || !mesh.isVisible) {
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+ continue;
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+ }
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  // Create a GaussianSplattingMaterial with picking plugin for GPU picking
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  const gsPickingMaterial = this._createGaussianSplattingPickingMaterial(scene, mesh);
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  const plugin = gsPickingMaterial.pluginManager.getPlugin("GaussianSplatGpuPicking");
@@ -390,6 +393,11 @@ export class GPUPicker {
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  const plugin = gsPickingMaterial.pluginManager.getPlugin("GaussianSplatGpuPicking");
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  plugin.isCompound = true;
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  plugin.partMeshIds = partMeshIds;
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+ // Only active (included, visible, and pickable) parts should contribute to the depth buffer.
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+ const activeParts = group.partEntries
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+ .filter((e) => e.proxy.isPickable && e.proxy.isVisible)
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+ .map((e) => e.proxy.partIndex);
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+ plugin.setPartActive(activeParts);
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  gsPickingMaterial.onBindObservable.add(() => {
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  this._meshRenderingCount++;
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  });
@@ -1 +1 @@
1
- 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{ type AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type Engine } from \"core/Engines/engine\";\r\nimport { type WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { type Material } from \"core/Materials/material\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type IShaderMaterialOptions, ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { GaussianSplattingGpuPickingMaterialPlugin } from \"core/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { type IVector2Like } from \"core/Maths/math.like\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { type InstancedMesh } from \"core/Meshes/instancedMesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { type Observer } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Class used to store the result of a GPU picking operation\r\n */\r\nexport interface IGPUPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n mesh: AbstractMesh;\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndex?: number;\r\n}\r\n\r\n/**\r\n * Stores the result of a multi GPU piciking operation\r\n */\r\nexport interface IGPUMultiPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n meshes: Nullable<AbstractMesh>[];\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndexes?: number[];\r\n}\r\n\r\n/**\r\n * Class used to perform a picking operation using GPU\r\n * GPUPIcker can pick meshes, instances and thin instances\r\n */\r\nexport class GPUPicker {\r\n private static readonly _AttributeName = \"instanceMeshID\";\r\n private static readonly _MaxPickingId = 0x00ffffff; // 24 bits unsigned integer max\r\n\r\n private _pickingTexture: Nullable<RenderTargetTexture> = null;\r\n\r\n private readonly _idMap: Array<number> = [];\r\n private readonly _thinIdMap: Array<{ meshId: number; thinId: number }> = [];\r\n private readonly _meshUniqueIdToPickerId: Array<number> = [];\r\n private _idWarningIssued = false;\r\n\r\n private _cachedScene: Nullable<Scene> = null;\r\n private _engine: Nullable<AbstractEngine> = null;\r\n\r\n private readonly _pickingMaterialCache: Nullable<ShaderMaterial>[] = new Array(9).fill(null);\r\n\r\n private _pickableMeshes: Array<AbstractMesh> = [];\r\n private readonly _meshMaterialMap: Map<AbstractMesh, Material> = new Map();\r\n private _readbuffer: Nullable<Uint8Array> = null;\r\n\r\n private _meshRenderingCount: number = 0;\r\n private _renderWarningIssued = false;\r\n private _renderPickingTexture = false;\r\n\r\n private _sceneBeforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _pickingTextureAfterRenderObserver: Nullable<Observer<number>> = null;\r\n\r\n private _nextFreeId = 1;\r\n\r\n private readonly _gsPickingMaterials: Material[] = [];\r\n private readonly _gsCompoundRenderMeshes: AbstractMesh[] = [];\r\n\r\n /** Shader language used by the generator */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this generator.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _pickingInProgress = false;\r\n\r\n /**\r\n * Gets a boolean indicating if the picking is in progress\r\n */\r\n public get pickingInProgress(): boolean {\r\n return this._pickingInProgress;\r\n }\r\n\r\n /**\r\n * Gets the default render materials used by the picker.\r\n *\r\n * index is Material filling mode\r\n */\r\n public get defaultRenderMaterials(): readonly Nullable<ShaderMaterial>[] {\r\n return this._pickingMaterialCache;\r\n }\r\n\r\n private _getColorIdFromReadBuffer(offset: number): number {\r\n const r = this._readbuffer![offset];\r\n const g = this._readbuffer![offset + 1];\r\n const b = this._readbuffer![offset + 2];\r\n return (r << 16) + (g << 8) + b;\r\n }\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number): void {\r\n if (this._cachedScene && this._pickingTexture) {\r\n const index = this._cachedScene.customRenderTargets.indexOf(this._pickingTexture);\r\n if (index > -1) {\r\n this._cachedScene.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.dispose();\r\n }\r\n this._pickingTexture = new RenderTargetTexture(\"pickingTexure\", { width: width, height: height }, scene, {\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_NEAREST,\r\n });\r\n }\r\n\r\n private _clearPickingMaterials(): void {\r\n for (let i = 0; i < this._pickingMaterialCache.length; i++) {\r\n const material = this._pickingMaterialCache[i];\r\n if (material !== null) {\r\n material.dispose();\r\n this._pickingMaterialCache[i] = null;\r\n }\r\n }\r\n }\r\n\r\n private _getPickingMaterial(scene: Scene, fillMode: number): ShaderMaterial {\r\n if (fillMode < 0 || 8 < fillMode) {\r\n fillMode = Constants.MATERIAL_TriangleFillMode;\r\n }\r\n\r\n const cachedMaterial = this._pickingMaterialCache[fillMode];\r\n if (cachedMaterial) {\r\n return cachedMaterial;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind, GPUPicker._AttributeName],\r\n uniforms: [\"world\", \"viewProjection\", \"meshID\"],\r\n needAlphaBlending: false,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/picking.fragment\"), import(\"../ShadersWGSL/picking.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/picking.fragment\"), import(\"../Shaders/picking.vertex\")]);\r\n }\r\n },\r\n };\r\n\r\n const newMaterial = new ShaderMaterial(\"pickingShader\", scene, \"picking\", options, false);\r\n newMaterial.fillMode = fillMode;\r\n newMaterial.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n\r\n this._pickingMaterialCache[fillMode] = newMaterial;\r\n return newMaterial;\r\n }\r\n\r\n private _materialBindCallback(mesh: AbstractMesh | undefined): void {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!material) {\r\n if (!this._renderWarningIssued) {\r\n this._renderWarningIssued = true;\r\n Logger.Warn(\"GPUPicker issue: Mesh not found in the material map. This may happen when the root mesh of an instance is not in the picking list.\");\r\n }\r\n return;\r\n }\r\n\r\n const effect = material.getEffect();\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n if (!mesh.hasInstances && !mesh.isAnInstance && !mesh.hasThinInstances && this._meshUniqueIdToPickerId[mesh.uniqueId] !== undefined) {\r\n effect.setFloat(\"meshID\", this._meshUniqueIdToPickerId[mesh.uniqueId]);\r\n }\r\n\r\n this._meshRenderingCount++;\r\n }\r\n\r\n /**\r\n * Set the list of meshes to pick from\r\n * Set that value to null to clear the list (and avoid leaks)\r\n * The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.\r\n * @param list defines the list of meshes to pick from\r\n */\r\n public setPickingList(list: Nullable<Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>>): void {\r\n this.clearPickingList();\r\n\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n if (!this._cachedScene || this._cachedScene !== scene) {\r\n this._clearPickingMaterials();\r\n }\r\n\r\n this.addPickingList(list);\r\n }\r\n\r\n /**\r\n * Clear the current picking list and free resources\r\n */\r\n public clearPickingList(): void {\r\n if (this._pickableMeshes) {\r\n // Cleanup\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n const className = mesh.getClassName();\r\n\r\n // Skip GS part proxies - they don't have instance buffers or render list entries\r\n if (className === \"GaussianSplattingPartProxyMesh\") {\r\n continue;\r\n }\r\n\r\n // Skip thin instance cleanup for GaussianSplattingMesh (their thin instances are for batching, not picking)\r\n if (className !== \"GaussianSplattingMesh\") {\r\n if (mesh.hasInstances) {\r\n (mesh as Mesh).removeVerticesData(GPUPicker._AttributeName);\r\n }\r\n if (mesh.hasThinInstances) {\r\n (mesh as Mesh).thinInstanceSetBuffer(GPUPicker._AttributeName, null);\r\n }\r\n }\r\n\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh);\r\n if (material && !this._pickingMaterialCache.includes(material as ShaderMaterial)) {\r\n material.onBindObservable.removeCallback(this._materialBindCallback);\r\n }\r\n }\r\n\r\n // Clean up GS compound meshes from render list\r\n for (const mesh of this._gsCompoundRenderMeshes) {\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n }\r\n this._gsCompoundRenderMeshes.length = 0;\r\n\r\n // Dispose GS picking materials\r\n for (const material of this._gsPickingMaterials) {\r\n material.dispose();\r\n }\r\n this._gsPickingMaterials.length = 0;\r\n\r\n this._pickableMeshes.length = 0;\r\n this._meshMaterialMap.clear();\r\n this._idMap.length = 0;\r\n this._thinIdMap.length = 0;\r\n this._meshUniqueIdToPickerId.length = 0;\r\n if (this._pickingTexture) {\r\n this._pickingTexture.renderList = [];\r\n }\r\n }\r\n\r\n this._nextFreeId = 1;\r\n }\r\n\r\n /**\r\n * Add array of meshes to the current picking list\r\n * @param list defines the array of meshes to add to the current picking list\r\n */\r\n public addPickingList(list: Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>): void {\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n if (!this._pickingTexture) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n } else {\r\n const size = this._pickingTexture.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n }\r\n }\r\n\r\n this._sceneBeforeRenderObserver?.remove();\r\n this._sceneBeforeRenderObserver = scene.onBeforeRenderObservable.add(() => {\r\n if (scene.frameGraph && this._renderPickingTexture && this._cachedScene && this._pickingTexture) {\r\n this._cachedScene._renderRenderTarget(this._pickingTexture, this._cachedScene.cameras?.[0] ?? null);\r\n this._cachedScene.activeCamera = null;\r\n }\r\n });\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n if (!this._pickingTexture!.renderList) {\r\n this._pickingTexture!.renderList = [];\r\n }\r\n\r\n const newPickableMeshes: AbstractMesh[] = new Array(list.length);\r\n const pickableMeshOffset = this._pickableMeshes?.length ?? 0;\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n for (let i = 0; i < list.length; i++) {\r\n const item = list[i];\r\n if (\"mesh\" in item) {\r\n this._meshMaterialMap.set(item.mesh, item.material);\r\n newPickableMeshes[i] = item.mesh;\r\n } else {\r\n const className = item.getClassName();\r\n if (className === \"GaussianSplattingMesh\" || className === \"GaussianSplattingPartProxyMesh\") {\r\n // GS meshes get special picking materials - handled in the ID assignment loop below\r\n newPickableMeshes[i] = item;\r\n } else {\r\n const material = this._getPickingMaterial(scene, item.material?.fillMode ?? Constants.MATERIAL_TriangleFillMode);\r\n this._meshMaterialMap.set(item, material);\r\n newPickableMeshes[i] = item;\r\n }\r\n }\r\n }\r\n\r\n if (this._pickableMeshes !== null) {\r\n this._pickableMeshes = [...this._pickableMeshes, ...newPickableMeshes];\r\n } else {\r\n this._pickableMeshes = newPickableMeshes;\r\n }\r\n\r\n // We will affect colors and create vertex color buffers\r\n let nextFreeId = this._nextFreeId;\r\n\r\n // Collect GaussianSplatting part proxy groups for compound picking\r\n const gsCompoundGroups: { compound: AbstractMesh; partEntries: { proxy: AbstractMesh; globalIndex: number }[] }[] = [];\r\n\r\n for (let index = 0; index < newPickableMeshes.length; index++) {\r\n const mesh = newPickableMeshes[index];\r\n const className = mesh.getClassName();\r\n\r\n // Handle GaussianSplatting part proxy meshes - collect by compound for processing after the loop\r\n if (className === \"GaussianSplattingPartProxyMesh\") {\r\n const proxy = mesh as any; // GaussianSplattingPartProxyMesh\r\n const compound = proxy.compoundSplatMesh;\r\n const globalIndex = index + pickableMeshOffset;\r\n\r\n let group = gsCompoundGroups[compound.uniqueId];\r\n if (!group) {\r\n group = { compound, partEntries: [] };\r\n gsCompoundGroups[compound.uniqueId] = group;\r\n }\r\n group.partEntries.push({ proxy, globalIndex });\r\n continue; // Don't add to render list - the compound mesh will render for all parts\r\n }\r\n\r\n // Handle non-compound GaussianSplatting meshes\r\n if (className === \"GaussianSplattingMesh\") {\r\n const globalIndex = index + pickableMeshOffset;\r\n const pickId = nextFreeId;\r\n this._idMap[pickId] = globalIndex;\r\n this._meshUniqueIdToPickerId[mesh.uniqueId] = pickId;\r\n nextFreeId++;\r\n\r\n // Create a GaussianSplattingMaterial with picking plugin for GPU picking\r\n const gsPickingMaterial = this._createGaussianSplattingPickingMaterial(scene, mesh);\r\n const plugin = gsPickingMaterial.pluginManager!.getPlugin<GaussianSplattingGpuPickingMaterialPlugin>(\"GaussianSplatGpuPicking\")!;\r\n plugin.meshId = pickId;\r\n\r\n gsPickingMaterial.onBindObservable.add(() => {\r\n this._meshRenderingCount++;\r\n });\r\n\r\n this._gsPickingMaterials.push(gsPickingMaterial);\r\n this._meshMaterialMap.set(mesh, gsPickingMaterial);\r\n this._pickingTexture!.setMaterialForRendering(mesh, gsPickingMaterial);\r\n this._pickingTexture!.renderList!.push(mesh);\r\n continue;\r\n }\r\n\r\n // Standard mesh processing\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!this._pickingMaterialCache.includes(material as ShaderMaterial)) {\r\n material.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, material);\r\n this._pickingTexture!.renderList!.push(mesh);\r\n\r\n if (mesh.isAnInstance) {\r\n continue; // This will be handled by the source mesh\r\n }\r\n\r\n const globalIndex = index + pickableMeshOffset;\r\n\r\n if (mesh.hasThinInstances) {\r\n const thinInstanceCount = (mesh as Mesh).thinInstanceCount;\r\n const instanceIdData = new Float32Array(thinInstanceCount);\r\n for (let i = 0; i < thinInstanceCount; i++) {\r\n instanceIdData[i] = nextFreeId;\r\n this._thinIdMap[nextFreeId] = { meshId: globalIndex, thinId: i };\r\n nextFreeId++;\r\n }\r\n (mesh as Mesh).thinInstanceSetBuffer(GPUPicker._AttributeName, instanceIdData, 1);\r\n } else {\r\n const currentMeshId = nextFreeId;\r\n this._idMap[currentMeshId] = globalIndex;\r\n nextFreeId++;\r\n\r\n if (mesh.hasInstances) {\r\n // find index of instances of that mesh\r\n const instancesForPick: number[] = [];\r\n for (let pickableMeshIndex = 0; pickableMeshIndex < newPickableMeshes.length; ++pickableMeshIndex) {\r\n const m = newPickableMeshes[pickableMeshIndex];\r\n if (m.isAnInstance && (m as InstancedMesh).sourceMesh === mesh) {\r\n instancesForPick.push(pickableMeshIndex);\r\n }\r\n }\r\n const instanceIdData = new Float32Array(instancesForPick.length + 1); // +1 for the source mesh\r\n\r\n instanceIdData[0] = currentMeshId;\r\n for (let i = 0; i < instancesForPick.length; i++) {\r\n instanceIdData[i + 1] = nextFreeId;\r\n const globalInstanceIndex = instancesForPick[i] + pickableMeshOffset;\r\n this._idMap[nextFreeId] = globalInstanceIndex;\r\n nextFreeId++;\r\n }\r\n\r\n const engine = mesh.getEngine();\r\n const buffer = new VertexBuffer(engine, instanceIdData, GPUPicker._AttributeName, false, false, 1, true);\r\n (mesh as Mesh).setVerticesBuffer(buffer, true);\r\n } else {\r\n this._meshUniqueIdToPickerId[mesh.uniqueId] = currentMeshId;\r\n }\r\n }\r\n }\r\n\r\n // Process GaussianSplatting compound groups (part proxy meshes)\r\n for (const group of gsCompoundGroups) {\r\n if (!group) {\r\n continue;\r\n }\r\n const compound = group.compound;\r\n\r\n // Assign picking IDs for each part\r\n const partMeshIds: number[] = new Array((compound as any).partCount || 1).fill(0);\r\n for (const entry of group.partEntries) {\r\n const pickId = nextFreeId;\r\n this._idMap[pickId] = entry.globalIndex;\r\n const partIndex = (entry.proxy as any).partIndex;\r\n if (partIndex < partMeshIds.length) {\r\n partMeshIds[partIndex] = pickId;\r\n }\r\n nextFreeId++;\r\n }\r\n\r\n // Create compound GS picking material with plugin\r\n const gsPickingMaterial = this._createGaussianSplattingPickingMaterial(scene, compound);\r\n const plugin = gsPickingMaterial.pluginManager!.getPlugin<GaussianSplattingGpuPickingMaterialPlugin>(\"GaussianSplatGpuPicking\")!;\r\n plugin.isCompound = true;\r\n plugin.partMeshIds = partMeshIds;\r\n\r\n gsPickingMaterial.onBindObservable.add(() => {\r\n this._meshRenderingCount++;\r\n });\r\n\r\n this._gsPickingMaterials.push(gsPickingMaterial);\r\n this._meshMaterialMap.set(compound, gsPickingMaterial);\r\n this._pickingTexture!.setMaterialForRendering(compound, gsPickingMaterial);\r\n this._pickingTexture!.renderList!.push(compound);\r\n this._gsCompoundRenderMeshes.push(compound);\r\n }\r\n\r\n if (GPUPicker._MaxPickingId < nextFreeId - 1) {\r\n if (!this._idWarningIssued) {\r\n this._idWarningIssued = true;\r\n Logger.Warn(`GPUPicker maximum number of pickable meshes and instances is ${GPUPicker._MaxPickingId}. Some meshes or instances won't be pickable.`);\r\n }\r\n }\r\n\r\n this._nextFreeId = nextFreeId;\r\n }\r\n\r\n /**\r\n * Execute a picking operation\r\n * @param x defines the X coordinates where to run the pick\r\n * @param y defines the Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results\r\n */\r\n public async pickAsync(x: number, y: number, disposeWhenDone = false): Promise<Nullable<IGPUPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n if (adjustedX < 0 || adjustedY < 0 || adjustedX >= rttSizeW || adjustedY >= rttSizeH) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n // Invert Y\r\n const invertedY = rttSizeH - adjustedY - 1;\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, adjustedX, invertedY);\r\n\r\n return await this._executePickingAsync(adjustedX, invertedY, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on multiple coordinates\r\n * @param xy defines the X,Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async multiPickAsync(xy: IVector2Like[], disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0 || xy.length === 0) {\r\n return null;\r\n }\r\n\r\n if (xy.length === 1) {\r\n const pi = await this.pickAsync(xy[0].x, xy[0].y, disposeWhenDone);\r\n return {\r\n meshes: [pi?.mesh ?? null],\r\n thinInstanceIndexes: pi?.thinInstanceIndex ? [pi.thinInstanceIndex] : undefined,\r\n };\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const processedXY = new Array(xy.length);\r\n\r\n let minX = Infinity;\r\n let maxX = -Infinity;\r\n let minY = Infinity;\r\n let maxY = -Infinity;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n // Process screen coordinates adjust to dpr\r\n for (let i = 0; i < xy.length; i++) {\r\n const item = xy[i];\r\n const { x, y } = item;\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n\r\n processedXY[i] = {\r\n ...item,\r\n x: adjustedX,\r\n y: adjustedY,\r\n };\r\n\r\n minX = Math.min(minX, adjustedX);\r\n maxX = Math.max(maxX, adjustedX);\r\n minY = Math.min(minY, adjustedY);\r\n maxY = Math.max(maxY, adjustedY);\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return await this._executeMultiPickingAsync(processedXY, minX, maxY, rttSizeH, w, h, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on box defined by two screen coordinates\r\n * @param x1 defines the X coordinate of the first corner of the box where to run the pick\r\n * @param y1 defines the Y coordinate of the first corner of the box where to run the pick\r\n * @param x2 defines the X coordinate of the opposite corner of the box where to run the pick\r\n * @param y2 defines the Y coordinate of the opposite corner of the box where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async boxPickAsync(x1: number, y1: number, x2: number, y2: number, disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX1, y: adjustedY1 } = this._prepareForPicking(x1, y1, devicePixelRatio);\r\n const { x: adjustedX2, y: adjustedY2 } = this._prepareForPicking(x2, y2, devicePixelRatio);\r\n\r\n const minX = Math.max(Math.min(adjustedX1, adjustedX2), 0);\r\n const maxX = Math.min(Math.max(adjustedX1, adjustedX2), rttSizeW - 1);\r\n const minY = Math.max(Math.min(adjustedY1, adjustedY2), 0);\r\n const maxY = Math.min(Math.max(adjustedY1, adjustedY2), rttSizeH - 1);\r\n\r\n if (minX >= rttSizeW || minY >= rttSizeH || maxX < 0 || maxY < 0) {\r\n this._pickingInProgress = false;\r\n return null;\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return await this._executeBoxPickingAsync(minX, partialCutH, w, h, disposeWhenDone);\r\n }\r\n\r\n private _getRenderInfo(): { rttSizeW: number; rttSizeH: number; devicePixelRatio: number } {\r\n const engine = this._cachedScene!.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n const devicePixelRatio = 1 / engine._hardwareScalingLevel;\r\n\r\n return {\r\n rttSizeW,\r\n rttSizeH,\r\n devicePixelRatio,\r\n };\r\n }\r\n\r\n private _prepareForPicking(x: number, y: number, devicePixelRatio: number): IVector2Like {\r\n return { x: (devicePixelRatio * x) >> 0, y: (devicePixelRatio * y) >> 0 };\r\n }\r\n\r\n private _preparePickingBuffer(engine: AbstractEngine, rttSizeW: number, rttSizeH: number, x: number, y: number, w = 1, h = 1): void {\r\n this._meshRenderingCount = 0;\r\n\r\n const requiredBufferSize = engine.isWebGPU ? (4 * w * h + 255) & ~255 : 4 * w * h;\r\n if (!this._readbuffer || this._readbuffer.length < requiredBufferSize) {\r\n this._readbuffer = new Uint8Array(requiredBufferSize);\r\n }\r\n\r\n // Do we need to rebuild the RTT?\r\n const size = this._pickingTexture!.getSize();\r\n if (size.width !== rttSizeW || size.height !== rttSizeH) {\r\n this._createRenderTarget(this._cachedScene!, rttSizeW, rttSizeH);\r\n this._updateRenderList();\r\n }\r\n\r\n this._pickingTexture!.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n this._pickingTexture!.onBeforeRender = (): void => {\r\n this._enableScissor(x, y, w, h);\r\n };\r\n\r\n this._pickingTextureAfterRenderObserver?.remove();\r\n this._pickingTextureAfterRenderObserver = this._pickingTexture!.onAfterRenderObservable.add(() => {\r\n this._disableScissor();\r\n });\r\n\r\n this._cachedScene!.customRenderTargets.push(this._pickingTexture!);\r\n this._renderPickingTexture = true;\r\n }\r\n\r\n // pick one pixel\r\n private async _executePickingAsync(x: number, y: number, disposeWhenDone: boolean): Promise<Nullable<IGPUPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined = undefined;\r\n\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n\r\n // Do the actual picking\r\n if (await this._readTexturePixelsAsync(x, y)) {\r\n const colorId = this._getColorIdFromReadBuffer(0);\r\n\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n if (pickedMesh) {\r\n resolve({ mesh: pickedMesh, thinInstanceIndex: thinInstanceIndex });\r\n } else {\r\n resolve(null);\r\n }\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick multiple pixels\r\n private async _executeMultiPickingAsync(\r\n xy: IVector2Like[],\r\n minX: number,\r\n maxY: number,\r\n rttSizeH: number,\r\n w: number,\r\n h: number,\r\n disposeWhenDone: boolean\r\n ): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(minX, rttSizeH - maxY - 1, w, h)) {\r\n for (let i = 0; i < xy.length; i++) {\r\n const { pickedMesh, thinInstanceIndex } = this._getMeshFromMultiplePoints(xy[i].x, xy[i].y, minX, maxY, w);\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex ?? 0);\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick box area\r\n private async _executeBoxPickingAsync(x: number, y: number, w: number, h: number, disposeWhenDone: boolean): Promise<IGPUMultiPickingInfo> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(x, y, w, h)) {\r\n for (let offsetY = 0; offsetY < h; ++offsetY) {\r\n for (let offsetX = 0; offsetX < w; ++offsetX) {\r\n const colorId = this._getColorIdFromReadBuffer((offsetY * w + offsetX) * 4);\r\n if (colorId > 0) {\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n const pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n const thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex);\r\n } else {\r\n const pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(0);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n private _enableScissor(x: number, y: number, w = 1, h = 1): void {\r\n if ((this._engine as WebGPUEngine | Engine).enableScissor) {\r\n (this._engine as WebGPUEngine | Engine).enableScissor(x, y, w, h);\r\n }\r\n }\r\n private _disableScissor(): void {\r\n if ((this._engine as WebGPUEngine | Engine).disableScissor) {\r\n (this._engine as WebGPUEngine | Engine).disableScissor();\r\n }\r\n }\r\n\r\n /**\r\n * @returns true if rendering if the picking texture has finished, otherwise false\r\n */\r\n private _checkRenderStatus(): boolean {\r\n const wasSuccessful = this._meshRenderingCount > 0;\r\n if (wasSuccessful) {\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n return true;\r\n }\r\n\r\n this._meshRenderingCount = 0;\r\n return false; // Wait for shaders to be ready\r\n }\r\n\r\n private _getMeshFromMultiplePoints(x: number, y: number, minX: number, maxY: number, w: number): { pickedMesh: Nullable<AbstractMesh>; thinInstanceIndex: number | undefined } {\r\n let offsetX = (x - minX - 1) * 4;\r\n let offsetY = (maxY - y - 1) * w * 4;\r\n\r\n offsetX = Math.max(offsetX, 0);\r\n offsetY = Math.max(offsetY, 0);\r\n\r\n const colorId = this._getColorIdFromReadBuffer(offsetX + offsetY);\r\n\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined;\r\n\r\n if (colorId > 0) {\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n return { pickedMesh, thinInstanceIndex };\r\n }\r\n\r\n /**\r\n * Updates the render list with the current pickable meshes.\r\n */\r\n private _updateRenderList(): void {\r\n this._pickingTexture!.renderList = [];\r\n for (const mesh of this._pickableMeshes) {\r\n const className = mesh.getClassName();\r\n // Part proxies don't render directly - their compound renders for them\r\n if (className === \"GaussianSplattingPartProxyMesh\") {\r\n continue;\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n // Also add compound GS meshes that render on behalf of part proxies\r\n for (const mesh of this._gsCompoundRenderMeshes) {\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a GaussianSplattingMaterial configured for GPU picking by attaching\r\n * a GaussianSplattingGpuPickingMaterialPlugin. The plugin injects picking ID\r\n * encoding into the existing Gaussian Splatting shaders via material plugin hooks.\r\n * @param scene The scene\r\n * @param gsMesh The Gaussian Splatting mesh (used to set the source mesh on the material)\r\n * @returns A GaussianSplattingMaterial with the picking plugin attached\r\n */\r\n private _createGaussianSplattingPickingMaterial(scene: Scene, gsMesh: AbstractMesh): GaussianSplattingMaterial {\r\n const gsPickingMaterial = new GaussianSplattingMaterial(\"gaussianSplattingGpuPicking\", scene);\r\n gsPickingMaterial.setSourceMesh(gsMesh as any);\r\n gsPickingMaterial.needAlphaBlending = () => false;\r\n gsPickingMaterial.backFaceCulling = false;\r\n\r\n // Attach the GPU picking plugin\r\n new GaussianSplattingGpuPickingMaterialPlugin(gsPickingMaterial);\r\n\r\n return gsPickingMaterial;\r\n }\r\n\r\n private async _readTexturePixelsAsync(x: number, y: number, w = 1, h = 1): Promise<boolean> {\r\n if (!this._cachedScene || !this._pickingTexture?._texture) {\r\n return false;\r\n }\r\n const engine = this._cachedScene.getEngine();\r\n await engine._readTexturePixels(this._pickingTexture._texture, w, h, -1, 0, this._readbuffer, true, true, x, y);\r\n\r\n return true;\r\n }\r\n\r\n /** Release the resources */\r\n public dispose(): void {\r\n this.setPickingList(null);\r\n this._cachedScene = null;\r\n\r\n // Cleaning up\r\n this._pickingTexture?.dispose();\r\n this._pickingTexture = null;\r\n this._clearPickingMaterials();\r\n this._sceneBeforeRenderObserver?.remove();\r\n this._sceneBeforeRenderObserver = null;\r\n }\r\n}\r\n"]}
1
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{ type AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type Engine } from \"core/Engines/engine\";\r\nimport { type WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { type Material } from \"core/Materials/material\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type IShaderMaterialOptions, ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { GaussianSplattingGpuPickingMaterialPlugin } from \"core/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { type IVector2Like } from \"core/Maths/math.like\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { type InstancedMesh } from \"core/Meshes/instancedMesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { type Observer } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Class used to store the result of a GPU picking operation\r\n */\r\nexport interface IGPUPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n mesh: AbstractMesh;\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndex?: number;\r\n}\r\n\r\n/**\r\n * Stores the result of a multi GPU piciking operation\r\n */\r\nexport interface IGPUMultiPickingInfo {\r\n /**\r\n * Picked mesh\r\n */\r\n meshes: Nullable<AbstractMesh>[];\r\n /**\r\n * Picked thin instance index\r\n */\r\n thinInstanceIndexes?: number[];\r\n}\r\n\r\n/**\r\n * Class used to perform a picking operation using GPU\r\n * GPUPIcker can pick meshes, instances and thin instances\r\n */\r\nexport class GPUPicker {\r\n private static readonly _AttributeName = \"instanceMeshID\";\r\n private static readonly _MaxPickingId = 0x00ffffff; // 24 bits unsigned integer max\r\n\r\n private _pickingTexture: Nullable<RenderTargetTexture> = null;\r\n\r\n private readonly _idMap: Array<number> = [];\r\n private readonly _thinIdMap: Array<{ meshId: number; thinId: number }> = [];\r\n private readonly _meshUniqueIdToPickerId: Array<number> = [];\r\n private _idWarningIssued = false;\r\n\r\n private _cachedScene: Nullable<Scene> = null;\r\n private _engine: Nullable<AbstractEngine> = null;\r\n\r\n private readonly _pickingMaterialCache: Nullable<ShaderMaterial>[] = new Array(9).fill(null);\r\n\r\n private _pickableMeshes: Array<AbstractMesh> = [];\r\n private readonly _meshMaterialMap: Map<AbstractMesh, Material> = new Map();\r\n private _readbuffer: Nullable<Uint8Array> = null;\r\n\r\n private _meshRenderingCount: number = 0;\r\n private _renderWarningIssued = false;\r\n private _renderPickingTexture = false;\r\n\r\n private _sceneBeforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _pickingTextureAfterRenderObserver: Nullable<Observer<number>> = null;\r\n\r\n private _nextFreeId = 1;\r\n\r\n private readonly _gsPickingMaterials: Material[] = [];\r\n private readonly _gsCompoundRenderMeshes: AbstractMesh[] = [];\r\n\r\n /** Shader language used by the generator */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this generator.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _pickingInProgress = false;\r\n\r\n /**\r\n * Gets a boolean indicating if the picking is in progress\r\n */\r\n public get pickingInProgress(): boolean {\r\n return this._pickingInProgress;\r\n }\r\n\r\n /**\r\n * Gets the default render materials used by the picker.\r\n *\r\n * index is Material filling mode\r\n */\r\n public get defaultRenderMaterials(): readonly Nullable<ShaderMaterial>[] {\r\n return this._pickingMaterialCache;\r\n }\r\n\r\n private _getColorIdFromReadBuffer(offset: number): number {\r\n const r = this._readbuffer![offset];\r\n const g = this._readbuffer![offset + 1];\r\n const b = this._readbuffer![offset + 2];\r\n return (r << 16) + (g << 8) + b;\r\n }\r\n\r\n private _createRenderTarget(scene: Scene, width: number, height: number): void {\r\n if (this._cachedScene && this._pickingTexture) {\r\n const index = this._cachedScene.customRenderTargets.indexOf(this._pickingTexture);\r\n if (index > -1) {\r\n this._cachedScene.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n }\r\n if (this._pickingTexture) {\r\n this._pickingTexture.dispose();\r\n }\r\n this._pickingTexture = new RenderTargetTexture(\"pickingTexure\", { width: width, height: height }, scene, {\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_NEAREST,\r\n });\r\n }\r\n\r\n private _clearPickingMaterials(): void {\r\n for (let i = 0; i < this._pickingMaterialCache.length; i++) {\r\n const material = this._pickingMaterialCache[i];\r\n if (material !== null) {\r\n material.dispose();\r\n this._pickingMaterialCache[i] = null;\r\n }\r\n }\r\n }\r\n\r\n private _getPickingMaterial(scene: Scene, fillMode: number): ShaderMaterial {\r\n if (fillMode < 0 || 8 < fillMode) {\r\n fillMode = Constants.MATERIAL_TriangleFillMode;\r\n }\r\n\r\n const cachedMaterial = this._pickingMaterialCache[fillMode];\r\n if (cachedMaterial) {\r\n return cachedMaterial;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n const defines: string[] = [];\r\n const options: Partial<IShaderMaterialOptions> = {\r\n attributes: [VertexBuffer.PositionKind, GPUPicker._AttributeName],\r\n uniforms: [\"world\", \"viewProjection\", \"meshID\"],\r\n needAlphaBlending: false,\r\n defines: defines,\r\n useClipPlane: null,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../ShadersWGSL/picking.fragment\"), import(\"../ShadersWGSL/picking.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/picking.fragment\"), import(\"../Shaders/picking.vertex\")]);\r\n }\r\n },\r\n };\r\n\r\n const newMaterial = new ShaderMaterial(\"pickingShader\", scene, \"picking\", options, false);\r\n newMaterial.fillMode = fillMode;\r\n newMaterial.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n\r\n this._pickingMaterialCache[fillMode] = newMaterial;\r\n return newMaterial;\r\n }\r\n\r\n private _materialBindCallback(mesh: AbstractMesh | undefined): void {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!material) {\r\n if (!this._renderWarningIssued) {\r\n this._renderWarningIssued = true;\r\n Logger.Warn(\"GPUPicker issue: Mesh not found in the material map. This may happen when the root mesh of an instance is not in the picking list.\");\r\n }\r\n return;\r\n }\r\n\r\n const effect = material.getEffect();\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n if (!mesh.hasInstances && !mesh.isAnInstance && !mesh.hasThinInstances && this._meshUniqueIdToPickerId[mesh.uniqueId] !== undefined) {\r\n effect.setFloat(\"meshID\", this._meshUniqueIdToPickerId[mesh.uniqueId]);\r\n }\r\n\r\n this._meshRenderingCount++;\r\n }\r\n\r\n /**\r\n * Set the list of meshes to pick from\r\n * Set that value to null to clear the list (and avoid leaks)\r\n * The module will read and delete from the array provided by reference. Disposing the module or setting the value to null will clear the array.\r\n * @param list defines the list of meshes to pick from\r\n */\r\n public setPickingList(list: Nullable<Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>>): void {\r\n this.clearPickingList();\r\n\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n if (!this._cachedScene || this._cachedScene !== scene) {\r\n this._clearPickingMaterials();\r\n }\r\n\r\n this.addPickingList(list);\r\n }\r\n\r\n /**\r\n * Clear the current picking list and free resources\r\n */\r\n public clearPickingList(): void {\r\n if (this._pickableMeshes) {\r\n // Cleanup\r\n for (let index = 0; index < this._pickableMeshes.length; index++) {\r\n const mesh = this._pickableMeshes[index];\r\n const className = mesh.getClassName();\r\n\r\n // Skip GS part proxies - they don't have instance buffers or render list entries\r\n if (className === \"GaussianSplattingPartProxyMesh\") {\r\n continue;\r\n }\r\n\r\n // Skip thin instance cleanup for GaussianSplattingMesh (thin instances are for batching, not picking)\r\n if (className !== \"GaussianSplattingMesh\") {\r\n if (mesh.hasInstances) {\r\n (mesh as Mesh).removeVerticesData(GPUPicker._AttributeName);\r\n }\r\n if (mesh.hasThinInstances) {\r\n (mesh as Mesh).thinInstanceSetBuffer(GPUPicker._AttributeName, null);\r\n }\r\n }\r\n\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n\r\n const material = this._meshMaterialMap.get(mesh);\r\n if (material && !this._pickingMaterialCache.includes(material as ShaderMaterial)) {\r\n material.onBindObservable.removeCallback(this._materialBindCallback);\r\n }\r\n }\r\n\r\n // Clean up GS compound meshes from render list\r\n for (const mesh of this._gsCompoundRenderMeshes) {\r\n if (this._pickingTexture) {\r\n this._pickingTexture.setMaterialForRendering(mesh, undefined);\r\n }\r\n }\r\n this._gsCompoundRenderMeshes.length = 0;\r\n\r\n // Dispose GS picking materials\r\n for (const material of this._gsPickingMaterials) {\r\n material.dispose();\r\n }\r\n this._gsPickingMaterials.length = 0;\r\n\r\n this._pickableMeshes.length = 0;\r\n this._meshMaterialMap.clear();\r\n this._idMap.length = 0;\r\n this._thinIdMap.length = 0;\r\n this._meshUniqueIdToPickerId.length = 0;\r\n if (this._pickingTexture) {\r\n this._pickingTexture.renderList = [];\r\n }\r\n }\r\n\r\n this._nextFreeId = 1;\r\n }\r\n\r\n /**\r\n * Add array of meshes to the current picking list\r\n * @param list defines the array of meshes to add to the current picking list\r\n */\r\n public addPickingList(list: Array<AbstractMesh | { mesh: AbstractMesh; material: ShaderMaterial }>): void {\r\n if (!list || list.length === 0) {\r\n return;\r\n }\r\n\r\n // Prepare target\r\n const scene = (\"mesh\" in list[0] ? list[0].mesh : list[0]).getScene();\r\n const engine = scene.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n if (!this._pickingTexture) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n } else {\r\n const size = this._pickingTexture.getSize();\r\n\r\n if (size.width !== rttSizeW || size.height !== rttSizeH || this._cachedScene !== scene) {\r\n this._createRenderTarget(scene, rttSizeW, rttSizeH);\r\n }\r\n }\r\n\r\n this._sceneBeforeRenderObserver?.remove();\r\n this._sceneBeforeRenderObserver = scene.onBeforeRenderObservable.add(() => {\r\n if (scene.frameGraph && this._renderPickingTexture && this._cachedScene && this._pickingTexture) {\r\n this._cachedScene._renderRenderTarget(this._pickingTexture, this._cachedScene.cameras?.[0] ?? null);\r\n this._cachedScene.activeCamera = null;\r\n }\r\n });\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n if (!this._pickingTexture!.renderList) {\r\n this._pickingTexture!.renderList = [];\r\n }\r\n\r\n const newPickableMeshes: AbstractMesh[] = new Array(list.length);\r\n const pickableMeshOffset = this._pickableMeshes?.length ?? 0;\r\n\r\n this._cachedScene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n for (let i = 0; i < list.length; i++) {\r\n const item = list[i];\r\n if (\"mesh\" in item) {\r\n this._meshMaterialMap.set(item.mesh, item.material);\r\n newPickableMeshes[i] = item.mesh;\r\n } else {\r\n const className = item.getClassName();\r\n if (className === \"GaussianSplattingMesh\" || className === \"GaussianSplattingPartProxyMesh\") {\r\n // GS meshes get special picking materials - handled in the ID assignment loop below\r\n newPickableMeshes[i] = item;\r\n } else {\r\n const material = this._getPickingMaterial(scene, item.material?.fillMode ?? Constants.MATERIAL_TriangleFillMode);\r\n this._meshMaterialMap.set(item, material);\r\n newPickableMeshes[i] = item;\r\n }\r\n }\r\n }\r\n\r\n if (this._pickableMeshes !== null) {\r\n this._pickableMeshes = [...this._pickableMeshes, ...newPickableMeshes];\r\n } else {\r\n this._pickableMeshes = newPickableMeshes;\r\n }\r\n\r\n // We will affect colors and create vertex color buffers\r\n let nextFreeId = this._nextFreeId;\r\n\r\n // Collect GaussianSplatting part proxy groups for compound picking\r\n const gsCompoundGroups: { compound: AbstractMesh; partEntries: { proxy: AbstractMesh; globalIndex: number }[] }[] = [];\r\n\r\n for (let index = 0; index < newPickableMeshes.length; index++) {\r\n const mesh = newPickableMeshes[index];\r\n const className = mesh.getClassName();\r\n\r\n // Handle GaussianSplatting part proxy meshes - collect by compound for processing after the loop\r\n if (className === \"GaussianSplattingPartProxyMesh\") {\r\n const proxy = mesh as any; // GaussianSplattingPartProxyMesh\r\n const compound = proxy.compoundSplatMesh;\r\n const globalIndex = index + pickableMeshOffset;\r\n\r\n let group = gsCompoundGroups[compound.uniqueId];\r\n if (!group) {\r\n group = { compound, partEntries: [] };\r\n gsCompoundGroups[compound.uniqueId] = group;\r\n }\r\n group.partEntries.push({ proxy, globalIndex });\r\n continue; // Don't add to render list - the compound mesh will render for all parts\r\n }\r\n\r\n // Handle non-compound GaussianSplatting meshes\r\n if (className === \"GaussianSplattingMesh\") {\r\n const globalIndex = index + pickableMeshOffset;\r\n const pickId = nextFreeId;\r\n this._idMap[pickId] = globalIndex;\r\n this._meshUniqueIdToPickerId[mesh.uniqueId] = pickId;\r\n nextFreeId++;\r\n\r\n if (!mesh.isPickable || !mesh.isVisible) {\r\n continue;\r\n }\r\n\r\n // Create a GaussianSplattingMaterial with picking plugin for GPU picking\r\n const gsPickingMaterial = this._createGaussianSplattingPickingMaterial(scene, mesh);\r\n const plugin = gsPickingMaterial.pluginManager!.getPlugin<GaussianSplattingGpuPickingMaterialPlugin>(\"GaussianSplatGpuPicking\")!;\r\n plugin.meshId = pickId;\r\n\r\n gsPickingMaterial.onBindObservable.add(() => {\r\n this._meshRenderingCount++;\r\n });\r\n\r\n this._gsPickingMaterials.push(gsPickingMaterial);\r\n this._meshMaterialMap.set(mesh, gsPickingMaterial);\r\n this._pickingTexture!.setMaterialForRendering(mesh, gsPickingMaterial);\r\n this._pickingTexture!.renderList!.push(mesh);\r\n continue;\r\n }\r\n\r\n // Standard mesh processing\r\n const material = this._meshMaterialMap.get(mesh)!;\r\n\r\n if (!this._pickingMaterialCache.includes(material as ShaderMaterial)) {\r\n material.onBindObservable.add(this._materialBindCallback, undefined, undefined, this);\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, material);\r\n this._pickingTexture!.renderList!.push(mesh);\r\n\r\n if (mesh.isAnInstance) {\r\n continue; // This will be handled by the source mesh\r\n }\r\n\r\n const globalIndex = index + pickableMeshOffset;\r\n\r\n if (mesh.hasThinInstances) {\r\n const thinInstanceCount = (mesh as Mesh).thinInstanceCount;\r\n const instanceIdData = new Float32Array(thinInstanceCount);\r\n for (let i = 0; i < thinInstanceCount; i++) {\r\n instanceIdData[i] = nextFreeId;\r\n this._thinIdMap[nextFreeId] = { meshId: globalIndex, thinId: i };\r\n nextFreeId++;\r\n }\r\n (mesh as Mesh).thinInstanceSetBuffer(GPUPicker._AttributeName, instanceIdData, 1);\r\n } else {\r\n const currentMeshId = nextFreeId;\r\n this._idMap[currentMeshId] = globalIndex;\r\n nextFreeId++;\r\n\r\n if (mesh.hasInstances) {\r\n // find index of instances of that mesh\r\n const instancesForPick: number[] = [];\r\n for (let pickableMeshIndex = 0; pickableMeshIndex < newPickableMeshes.length; ++pickableMeshIndex) {\r\n const m = newPickableMeshes[pickableMeshIndex];\r\n if (m.isAnInstance && (m as InstancedMesh).sourceMesh === mesh) {\r\n instancesForPick.push(pickableMeshIndex);\r\n }\r\n }\r\n const instanceIdData = new Float32Array(instancesForPick.length + 1); // +1 for the source mesh\r\n\r\n instanceIdData[0] = currentMeshId;\r\n for (let i = 0; i < instancesForPick.length; i++) {\r\n instanceIdData[i + 1] = nextFreeId;\r\n const globalInstanceIndex = instancesForPick[i] + pickableMeshOffset;\r\n this._idMap[nextFreeId] = globalInstanceIndex;\r\n nextFreeId++;\r\n }\r\n\r\n const engine = mesh.getEngine();\r\n const buffer = new VertexBuffer(engine, instanceIdData, GPUPicker._AttributeName, false, false, 1, true);\r\n (mesh as Mesh).setVerticesBuffer(buffer, true);\r\n } else {\r\n this._meshUniqueIdToPickerId[mesh.uniqueId] = currentMeshId;\r\n }\r\n }\r\n }\r\n\r\n // Process GaussianSplatting compound groups (part proxy meshes)\r\n for (const group of gsCompoundGroups) {\r\n if (!group) {\r\n continue;\r\n }\r\n const compound = group.compound;\r\n\r\n // Assign picking IDs for each part\r\n const partMeshIds: number[] = new Array((compound as any).partCount || 1).fill(0);\r\n for (const entry of group.partEntries) {\r\n const pickId = nextFreeId;\r\n this._idMap[pickId] = entry.globalIndex;\r\n const partIndex = (entry.proxy as any).partIndex;\r\n if (partIndex < partMeshIds.length) {\r\n partMeshIds[partIndex] = pickId;\r\n }\r\n nextFreeId++;\r\n }\r\n\r\n // Create compound GS picking material with plugin\r\n const gsPickingMaterial = this._createGaussianSplattingPickingMaterial(scene, compound);\r\n const plugin = gsPickingMaterial.pluginManager!.getPlugin<GaussianSplattingGpuPickingMaterialPlugin>(\"GaussianSplatGpuPicking\")!;\r\n plugin.isCompound = true;\r\n plugin.partMeshIds = partMeshIds;\r\n // Only active (included, visible, and pickable) parts should contribute to the depth buffer.\r\n const activeParts = group.partEntries\r\n .filter((e) => (e.proxy as AbstractMesh).isPickable && (e.proxy as AbstractMesh).isVisible)\r\n .map((e) => (e.proxy as any).partIndex as number);\r\n plugin.setPartActive(activeParts);\r\n\r\n gsPickingMaterial.onBindObservable.add(() => {\r\n this._meshRenderingCount++;\r\n });\r\n\r\n this._gsPickingMaterials.push(gsPickingMaterial);\r\n this._meshMaterialMap.set(compound, gsPickingMaterial);\r\n this._pickingTexture!.setMaterialForRendering(compound, gsPickingMaterial);\r\n this._pickingTexture!.renderList!.push(compound);\r\n this._gsCompoundRenderMeshes.push(compound);\r\n }\r\n\r\n if (GPUPicker._MaxPickingId < nextFreeId - 1) {\r\n if (!this._idWarningIssued) {\r\n this._idWarningIssued = true;\r\n Logger.Warn(`GPUPicker maximum number of pickable meshes and instances is ${GPUPicker._MaxPickingId}. Some meshes or instances won't be pickable.`);\r\n }\r\n }\r\n\r\n this._nextFreeId = nextFreeId;\r\n }\r\n\r\n /**\r\n * Execute a picking operation\r\n * @param x defines the X coordinates where to run the pick\r\n * @param y defines the Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results\r\n */\r\n public async pickAsync(x: number, y: number, disposeWhenDone = false): Promise<Nullable<IGPUPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n if (adjustedX < 0 || adjustedY < 0 || adjustedX >= rttSizeW || adjustedY >= rttSizeH) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n // Invert Y\r\n const invertedY = rttSizeH - adjustedY - 1;\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, adjustedX, invertedY);\r\n\r\n return await this._executePickingAsync(adjustedX, invertedY, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on multiple coordinates\r\n * @param xy defines the X,Y coordinates where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async multiPickAsync(xy: IVector2Like[], disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0 || xy.length === 0) {\r\n return null;\r\n }\r\n\r\n if (xy.length === 1) {\r\n const pi = await this.pickAsync(xy[0].x, xy[0].y, disposeWhenDone);\r\n return {\r\n meshes: [pi?.mesh ?? null],\r\n thinInstanceIndexes: pi?.thinInstanceIndex ? [pi.thinInstanceIndex] : undefined,\r\n };\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const processedXY = new Array(xy.length);\r\n\r\n let minX = Infinity;\r\n let maxX = -Infinity;\r\n let minY = Infinity;\r\n let maxY = -Infinity;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n // Process screen coordinates adjust to dpr\r\n for (let i = 0; i < xy.length; i++) {\r\n const item = xy[i];\r\n const { x, y } = item;\r\n\r\n const { x: adjustedX, y: adjustedY } = this._prepareForPicking(x, y, devicePixelRatio);\r\n\r\n processedXY[i] = {\r\n ...item,\r\n x: adjustedX,\r\n y: adjustedY,\r\n };\r\n\r\n minX = Math.min(minX, adjustedX);\r\n maxX = Math.max(maxX, adjustedX);\r\n minY = Math.min(minY, adjustedY);\r\n maxY = Math.max(maxY, adjustedY);\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return await this._executeMultiPickingAsync(processedXY, minX, maxY, rttSizeH, w, h, disposeWhenDone);\r\n }\r\n\r\n /**\r\n * Execute a picking operation on box defined by two screen coordinates\r\n * @param x1 defines the X coordinate of the first corner of the box where to run the pick\r\n * @param y1 defines the Y coordinate of the first corner of the box where to run the pick\r\n * @param x2 defines the X coordinate of the opposite corner of the box where to run the pick\r\n * @param y2 defines the Y coordinate of the opposite corner of the box where to run the pick\r\n * @param disposeWhenDone defines a boolean indicating we do not want to keep resources alive (false by default)\r\n * @returns A promise with the picking results. Always returns an array with the same length as the number of coordinates. The mesh or null at the index where no mesh was picked.\r\n */\r\n public async boxPickAsync(x1: number, y1: number, x2: number, y2: number, disposeWhenDone = false): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n if (this._pickingInProgress) {\r\n return null;\r\n }\r\n\r\n if (!this._pickableMeshes || this._pickableMeshes.length === 0) {\r\n return null;\r\n }\r\n\r\n this._pickingInProgress = true;\r\n\r\n const { rttSizeW, rttSizeH, devicePixelRatio } = this._getRenderInfo();\r\n\r\n const { x: adjustedX1, y: adjustedY1 } = this._prepareForPicking(x1, y1, devicePixelRatio);\r\n const { x: adjustedX2, y: adjustedY2 } = this._prepareForPicking(x2, y2, devicePixelRatio);\r\n\r\n const minX = Math.max(Math.min(adjustedX1, adjustedX2), 0);\r\n const maxX = Math.min(Math.max(adjustedX1, adjustedX2), rttSizeW - 1);\r\n const minY = Math.max(Math.min(adjustedY1, adjustedY2), 0);\r\n const maxY = Math.min(Math.max(adjustedY1, adjustedY2), rttSizeH - 1);\r\n\r\n if (minX >= rttSizeW || minY >= rttSizeH || maxX < 0 || maxY < 0) {\r\n this._pickingInProgress = false;\r\n return null;\r\n }\r\n\r\n const w = Math.max(maxX - minX, 1);\r\n const h = Math.max(maxY - minY, 1);\r\n const partialCutH = rttSizeH - maxY - 1;\r\n\r\n this._preparePickingBuffer(this._engine!, rttSizeW, rttSizeH, minX, partialCutH, w, h);\r\n\r\n return await this._executeBoxPickingAsync(minX, partialCutH, w, h, disposeWhenDone);\r\n }\r\n\r\n private _getRenderInfo(): { rttSizeW: number; rttSizeH: number; devicePixelRatio: number } {\r\n const engine = this._cachedScene!.getEngine();\r\n const rttSizeW = engine.getRenderWidth();\r\n const rttSizeH = engine.getRenderHeight();\r\n const devicePixelRatio = 1 / engine._hardwareScalingLevel;\r\n\r\n return {\r\n rttSizeW,\r\n rttSizeH,\r\n devicePixelRatio,\r\n };\r\n }\r\n\r\n private _prepareForPicking(x: number, y: number, devicePixelRatio: number): IVector2Like {\r\n return { x: (devicePixelRatio * x) >> 0, y: (devicePixelRatio * y) >> 0 };\r\n }\r\n\r\n private _preparePickingBuffer(engine: AbstractEngine, rttSizeW: number, rttSizeH: number, x: number, y: number, w = 1, h = 1): void {\r\n this._meshRenderingCount = 0;\r\n\r\n const requiredBufferSize = engine.isWebGPU ? (4 * w * h + 255) & ~255 : 4 * w * h;\r\n if (!this._readbuffer || this._readbuffer.length < requiredBufferSize) {\r\n this._readbuffer = new Uint8Array(requiredBufferSize);\r\n }\r\n\r\n // Do we need to rebuild the RTT?\r\n const size = this._pickingTexture!.getSize();\r\n if (size.width !== rttSizeW || size.height !== rttSizeH) {\r\n this._createRenderTarget(this._cachedScene!, rttSizeW, rttSizeH);\r\n this._updateRenderList();\r\n }\r\n\r\n this._pickingTexture!.clearColor = new Color4(0, 0, 0, 0);\r\n\r\n this._pickingTexture!.onBeforeRender = (): void => {\r\n this._enableScissor(x, y, w, h);\r\n };\r\n\r\n this._pickingTextureAfterRenderObserver?.remove();\r\n this._pickingTextureAfterRenderObserver = this._pickingTexture!.onAfterRenderObservable.add(() => {\r\n this._disableScissor();\r\n });\r\n\r\n this._cachedScene!.customRenderTargets.push(this._pickingTexture!);\r\n this._renderPickingTexture = true;\r\n }\r\n\r\n // pick one pixel\r\n private async _executePickingAsync(x: number, y: number, disposeWhenDone: boolean): Promise<Nullable<IGPUPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined = undefined;\r\n\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n\r\n // Do the actual picking\r\n if (await this._readTexturePixelsAsync(x, y)) {\r\n const colorId = this._getColorIdFromReadBuffer(0);\r\n\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n if (pickedMesh) {\r\n resolve({ mesh: pickedMesh, thinInstanceIndex: thinInstanceIndex });\r\n } else {\r\n resolve(null);\r\n }\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick multiple pixels\r\n private async _executeMultiPickingAsync(\r\n xy: IVector2Like[],\r\n minX: number,\r\n maxY: number,\r\n rttSizeH: number,\r\n w: number,\r\n h: number,\r\n disposeWhenDone: boolean\r\n ): Promise<Nullable<IGPUMultiPickingInfo>> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(minX, rttSizeH - maxY - 1, w, h)) {\r\n for (let i = 0; i < xy.length; i++) {\r\n const { pickedMesh, thinInstanceIndex } = this._getMeshFromMultiplePoints(xy[i].x, xy[i].y, minX, maxY, w);\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex ?? 0);\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n // pick box area\r\n private async _executeBoxPickingAsync(x: number, y: number, w: number, h: number, disposeWhenDone: boolean): Promise<IGPUMultiPickingInfo> {\r\n return await new Promise((resolve, reject) => {\r\n if (!this._pickingTexture) {\r\n this._pickingInProgress = false;\r\n reject(new Error(\"Picking texture not created\"));\r\n return;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n this._pickingTexture.onAfterRender = async (): Promise<void> => {\r\n if (this._checkRenderStatus()) {\r\n this._pickingTexture!.onAfterRender = null as any;\r\n const pickedMeshes: Nullable<AbstractMesh>[] = [];\r\n const thinInstanceIndexes: number[] = [];\r\n\r\n if (await this._readTexturePixelsAsync(x, y, w, h)) {\r\n for (let offsetY = 0; offsetY < h; ++offsetY) {\r\n for (let offsetX = 0; offsetX < w; ++offsetX) {\r\n const colorId = this._getColorIdFromReadBuffer((offsetY * w + offsetX) * 4);\r\n if (colorId > 0) {\r\n // Thin?\r\n if (this._thinIdMap[colorId]) {\r\n const pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n const thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(thinInstanceIndex);\r\n } else {\r\n const pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n pickedMeshes.push(pickedMesh);\r\n thinInstanceIndexes.push(0);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (disposeWhenDone) {\r\n this.dispose();\r\n }\r\n\r\n this._pickingInProgress = false;\r\n resolve({ meshes: pickedMeshes, thinInstanceIndexes: thinInstanceIndexes });\r\n }\r\n };\r\n });\r\n }\r\n\r\n private _enableScissor(x: number, y: number, w = 1, h = 1): void {\r\n if ((this._engine as WebGPUEngine | Engine).enableScissor) {\r\n (this._engine as WebGPUEngine | Engine).enableScissor(x, y, w, h);\r\n }\r\n }\r\n private _disableScissor(): void {\r\n if ((this._engine as WebGPUEngine | Engine).disableScissor) {\r\n (this._engine as WebGPUEngine | Engine).disableScissor();\r\n }\r\n }\r\n\r\n /**\r\n * @returns true if rendering if the picking texture has finished, otherwise false\r\n */\r\n private _checkRenderStatus(): boolean {\r\n const wasSuccessful = this._meshRenderingCount > 0;\r\n if (wasSuccessful) {\r\n // Remove from the active RTTs\r\n const index = this._cachedScene!.customRenderTargets.indexOf(this._pickingTexture!);\r\n if (index > -1) {\r\n this._cachedScene!.customRenderTargets.splice(index, 1);\r\n this._renderPickingTexture = false;\r\n }\r\n return true;\r\n }\r\n\r\n this._meshRenderingCount = 0;\r\n return false; // Wait for shaders to be ready\r\n }\r\n\r\n private _getMeshFromMultiplePoints(x: number, y: number, minX: number, maxY: number, w: number): { pickedMesh: Nullable<AbstractMesh>; thinInstanceIndex: number | undefined } {\r\n let offsetX = (x - minX - 1) * 4;\r\n let offsetY = (maxY - y - 1) * w * 4;\r\n\r\n offsetX = Math.max(offsetX, 0);\r\n offsetY = Math.max(offsetY, 0);\r\n\r\n const colorId = this._getColorIdFromReadBuffer(offsetX + offsetY);\r\n\r\n let pickedMesh: Nullable<AbstractMesh> = null;\r\n let thinInstanceIndex: number | undefined;\r\n\r\n if (colorId > 0) {\r\n if (this._thinIdMap[colorId]) {\r\n pickedMesh = this._pickableMeshes[this._thinIdMap[colorId].meshId];\r\n thinInstanceIndex = this._thinIdMap[colorId].thinId;\r\n } else {\r\n pickedMesh = this._pickableMeshes[this._idMap[colorId]];\r\n }\r\n }\r\n\r\n return { pickedMesh, thinInstanceIndex };\r\n }\r\n\r\n /**\r\n * Updates the render list with the current pickable meshes.\r\n */\r\n private _updateRenderList(): void {\r\n this._pickingTexture!.renderList = [];\r\n for (const mesh of this._pickableMeshes) {\r\n const className = mesh.getClassName();\r\n // Part proxies don't render directly - their compound renders for them\r\n if (className === \"GaussianSplattingPartProxyMesh\") {\r\n continue;\r\n }\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n // Also add compound GS meshes that render on behalf of part proxies\r\n for (const mesh of this._gsCompoundRenderMeshes) {\r\n this._pickingTexture!.setMaterialForRendering(mesh, this._meshMaterialMap.get(mesh));\r\n this._pickingTexture!.renderList.push(mesh);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a GaussianSplattingMaterial configured for GPU picking by attaching\r\n * a GaussianSplattingGpuPickingMaterialPlugin. The plugin injects picking ID\r\n * encoding into the existing Gaussian Splatting shaders via material plugin hooks.\r\n * @param scene The scene\r\n * @param gsMesh The Gaussian Splatting mesh (used to set the source mesh on the material)\r\n * @returns A GaussianSplattingMaterial with the picking plugin attached\r\n */\r\n private _createGaussianSplattingPickingMaterial(scene: Scene, gsMesh: AbstractMesh): GaussianSplattingMaterial {\r\n const gsPickingMaterial = new GaussianSplattingMaterial(\"gaussianSplattingGpuPicking\", scene);\r\n gsPickingMaterial.setSourceMesh(gsMesh as any);\r\n gsPickingMaterial.needAlphaBlending = () => false;\r\n gsPickingMaterial.backFaceCulling = false;\r\n\r\n // Attach the GPU picking plugin\r\n new GaussianSplattingGpuPickingMaterialPlugin(gsPickingMaterial);\r\n\r\n return gsPickingMaterial;\r\n }\r\n\r\n private async _readTexturePixelsAsync(x: number, y: number, w = 1, h = 1): Promise<boolean> {\r\n if (!this._cachedScene || !this._pickingTexture?._texture) {\r\n return false;\r\n }\r\n const engine = this._cachedScene.getEngine();\r\n await engine._readTexturePixels(this._pickingTexture._texture, w, h, -1, 0, this._readbuffer, true, true, x, y);\r\n\r\n return true;\r\n }\r\n\r\n /** Release the resources */\r\n public dispose(): void {\r\n this.setPickingList(null);\r\n this._cachedScene = null;\r\n\r\n // Cleaning up\r\n this._pickingTexture?.dispose();\r\n this._pickingTexture = null;\r\n this._clearPickingMaterials();\r\n this._sceneBeforeRenderObserver?.remove();\r\n this._sceneBeforeRenderObserver = null;\r\n }\r\n}\r\n"]}
@@ -78,6 +78,15 @@ export declare abstract class WebGPUCacheRenderPipeline {
78
78
  readonly mrtAttachments: number[];
79
79
  readonly mrtTextureArray: InternalTexture[];
80
80
  readonly mrtTextureCount: number;
81
+ /**
82
+ * Performs the cache state setup and lookup for a render pipeline.
83
+ * @param fillMode defines the fill mode used to configure the rasterization state
84
+ * @param effect defines the effect containing the shader and vertex input layout
85
+ * @param sampleCount defines the number of samples to use for MSAA
86
+ * @param textureState defines the encoded texture state used for the pipeline cache key
87
+ * @returns the cached pipeline on hit, or null on miss (with cache state ready for creation)
88
+ */
89
+ private _lookupRenderPipeline;
81
90
  getRenderPipeline(fillMode: number, effect: Effect, sampleCount: number, textureState?: number): GPURenderPipeline;
82
91
  endFrame(): void;
83
92
  setAlphaToCoverage(enabled: boolean): void;
@@ -134,5 +143,16 @@ export declare abstract class WebGPUCacheRenderPipeline {
134
143
  private _createPipelineLayout;
135
144
  private _createPipelineLayoutWithTextureStage;
136
145
  private _getVertexInputDescriptor;
146
+ private _buildRenderPipelineDescriptor;
137
147
  private _createRenderPipeline;
148
+ /**
149
+ * Pre-warms a render pipeline asynchronously. Sets up the cache state,
150
+ * checks for a cache hit, and on miss starts an async pipeline compilation.
151
+ * @param fillMode - the fill mode (triangle list, wireframe, etc.)
152
+ * @param effect - the effect to create the pipeline for
153
+ * @param sampleCount - the MSAA sample count
154
+ * @param textureState - the texture state bitmask
155
+ * @returns a Promise that resolves when the pipeline is compiled and cached, or null if already cached
156
+ */
157
+ preWarmPipeline(fillMode: number, effect: Effect, sampleCount: number, textureState?: number): Nullable<Promise<GPURenderPipeline>>;
138
158
  }
@@ -106,17 +106,15 @@ export class WebGPUCacheRenderPipeline {
106
106
  get colorFormats() {
107
107
  return this._mrtAttachments > 0 ? this._mrtFormats : this._webgpuColorFormat;
108
108
  }
109
- getRenderPipeline(fillMode, effect, sampleCount, textureState = 0) {
110
- sampleCount = WebGPUTextureHelper.GetSample(sampleCount);
111
- if (this.disabled) {
112
- const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);
113
- this._setVertexState(effect); // to fill this.vertexBuffers with correct data
114
- this._setTextureState(textureState);
115
- this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);
116
- WebGPUCacheRenderPipeline.NumCacheMiss++;
117
- WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame++;
118
- return this._parameter.pipeline;
119
- }
109
+ /**
110
+ * Performs the cache state setup and lookup for a render pipeline.
111
+ * @param fillMode defines the fill mode used to configure the rasterization state
112
+ * @param effect defines the effect containing the shader and vertex input layout
113
+ * @param sampleCount defines the number of samples to use for MSAA
114
+ * @param textureState defines the encoded texture state used for the pipeline cache key
115
+ * @returns the cached pipeline on hit, or null on miss (with cache state ready for creation)
116
+ */
117
+ _lookupRenderPipeline(fillMode, effect, sampleCount, textureState) {
120
118
  this._setShaderStage(effect.uniqueId);
121
119
  this._setRasterizationState(fillMode, sampleCount);
122
120
  this._setColorStates();
@@ -136,6 +134,23 @@ export class WebGPUCacheRenderPipeline {
136
134
  WebGPUCacheRenderPipeline.NumCacheHitWithHash++;
137
135
  return this._parameter.pipeline;
138
136
  }
137
+ return null;
138
+ }
139
+ getRenderPipeline(fillMode, effect, sampleCount, textureState = 0) {
140
+ sampleCount = WebGPUTextureHelper.GetSample(sampleCount);
141
+ if (this.disabled) {
142
+ const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);
143
+ this._setVertexState(effect); // to fill this.vertexBuffers with correct data
144
+ this._setTextureState(textureState);
145
+ this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);
146
+ WebGPUCacheRenderPipeline.NumCacheMiss++;
147
+ WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame++;
148
+ return this._parameter.pipeline;
149
+ }
150
+ const cached = this._lookupRenderPipeline(fillMode, effect, sampleCount, textureState);
151
+ if (cached) {
152
+ return cached;
153
+ }
139
154
  const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);
140
155
  this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);
141
156
  this._setRenderPipeline(this._parameter);
@@ -807,7 +822,7 @@ export class WebGPUCacheRenderPipeline {
807
822
  }
808
823
  return descriptors;
809
824
  }
810
- _createRenderPipeline(effect, topology, sampleCount) {
825
+ _buildRenderPipelineDescriptor(effect, topology, sampleCount) {
811
826
  const webgpuPipelineContext = effect._pipelineContext;
812
827
  const inputStateDescriptor = this._getVertexInputDescriptor(effect);
813
828
  const pipelineLayout = this._createPipelineLayout(webgpuPipelineContext);
@@ -884,7 +899,7 @@ export class WebGPUCacheRenderPipeline {
884
899
  if (stripIndexFormat) {
885
900
  primitiveState.stripIndexFormat = stripIndexFormat;
886
901
  }
887
- return this._device.createRenderPipeline({
902
+ return {
888
903
  label: `RenderPipeline_${colorStates[0]?.format ?? "nooutput"}_${this._webgpuDepthStencilFormat ?? "nodepth"}_samples${sampleCount}_textureState${this._textureState}`,
889
904
  layout: pipelineLayout,
890
905
  vertex: {
@@ -919,6 +934,36 @@ export class WebGPUCacheRenderPipeline {
919
934
  depthBiasClamp: topologyIsTriangle ? this._depthBiasClamp : 0,
920
935
  depthBiasSlopeScale: topologyIsTriangle ? this._depthBiasSlopeScale : 0,
921
936
  },
937
+ };
938
+ }
939
+ _createRenderPipeline(effect, topology, sampleCount) {
940
+ return this._device.createRenderPipeline(this._buildRenderPipelineDescriptor(effect, topology, sampleCount));
941
+ }
942
+ /**
943
+ * Pre-warms a render pipeline asynchronously. Sets up the cache state,
944
+ * checks for a cache hit, and on miss starts an async pipeline compilation.
945
+ * @param fillMode - the fill mode (triangle list, wireframe, etc.)
946
+ * @param effect - the effect to create the pipeline for
947
+ * @param sampleCount - the MSAA sample count
948
+ * @param textureState - the texture state bitmask
949
+ * @returns a Promise that resolves when the pipeline is compiled and cached, or null if already cached
950
+ */
951
+ preWarmPipeline(fillMode, effect, sampleCount, textureState = 0) {
952
+ sampleCount = WebGPUTextureHelper.GetSample(sampleCount);
953
+ const cached = this._lookupRenderPipeline(fillMode, effect, sampleCount, textureState);
954
+ if (cached) {
955
+ return null;
956
+ }
957
+ const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);
958
+ // Capture the cache token before any subsequent cache operations overwrite it
959
+ const capturedParam = { token: this._parameter.token, pipeline: null };
960
+ const promise = this._device.createRenderPipelineAsync(this._buildRenderPipelineDescriptor(effect, topology, sampleCount));
961
+ // eslint-disable-next-line github/no-then
962
+ return promise.then((pipeline) => {
963
+ capturedParam.pipeline = pipeline;
964
+ this._setRenderPipeline(capturedParam);
965
+ WebGPUCacheRenderPipeline.NumCacheMiss++;
966
+ return pipeline;
922
967
  });
923
968
  }
924
969
  }