@onerjs/core 8.48.9 → 8.49.1

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Files changed (62) hide show
  1. package/Animations/animation.d.ts +9 -0
  2. package/Animations/animation.js +9 -0
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/runtimeAnimation.js +28 -0
  5. package/Animations/runtimeAnimation.js.map +1 -1
  6. package/Engines/abstractEngine.js +2 -2
  7. package/Engines/abstractEngine.js.map +1 -1
  8. package/Engines/webgpuEngine.js +2 -0
  9. package/Engines/webgpuEngine.js.map +1 -1
  10. package/Layers/thinEffectLayer.js +8 -1
  11. package/Layers/thinEffectLayer.js.map +1 -1
  12. package/Lights/Clustered/clusteredLightContainer.js +8 -5
  13. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  14. package/Loading/Plugins/babylonFileLoader.js +26 -0
  15. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  16. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -0
  17. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  18. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +3 -1
  19. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  20. package/Maths/math.vector.d.ts +1 -1
  21. package/Maths/math.vector.js +3 -3
  22. package/Maths/math.vector.js.map +1 -1
  23. package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.d.ts +18 -4
  24. package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.js +29 -4
  25. package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.js.map +1 -1
  26. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +48 -8
  27. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +276 -26
  28. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  29. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +2 -1
  30. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +6 -2
  31. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
  32. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.d.ts +61 -7
  33. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.js +94 -11
  34. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.js.map +1 -1
  35. package/Meshes/mesh.d.ts +15 -0
  36. package/Meshes/mesh.js +40 -1
  37. package/Meshes/mesh.js.map +1 -1
  38. package/Meshes/transformNode.js +28 -5
  39. package/Meshes/transformNode.js.map +1 -1
  40. package/Misc/sceneSerializer.js +2 -1
  41. package/Misc/sceneSerializer.js.map +1 -1
  42. package/Misc/tools.js +1 -1
  43. package/Misc/tools.js.map +1 -1
  44. package/Particles/baseParticleSystem.d.ts +14 -0
  45. package/Particles/baseParticleSystem.js +23 -0
  46. package/Particles/baseParticleSystem.js.map +1 -1
  47. package/Particles/computeShaderParticleSystem.js +6 -0
  48. package/Particles/computeShaderParticleSystem.js.map +1 -1
  49. package/Particles/gpuParticleSystem.d.ts +29 -18
  50. package/Particles/gpuParticleSystem.js +139 -31
  51. package/Particles/gpuParticleSystem.js.map +1 -1
  52. package/Particles/thinParticleSystem.d.ts +0 -14
  53. package/Particles/thinParticleSystem.js +0 -23
  54. package/Particles/thinParticleSystem.js.map +1 -1
  55. package/Particles/webgl2ParticleSystem.d.ts +1 -0
  56. package/Particles/webgl2ParticleSystem.js +9 -0
  57. package/Particles/webgl2ParticleSystem.js.map +1 -1
  58. package/Shaders/gpuUpdateParticles.vertex.js +12 -0
  59. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  60. package/ShadersWGSL/gpuUpdateParticles.compute.js +15 -1
  61. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  62. package/package.json +1 -1
@@ -17,6 +17,7 @@ export declare class WebGL2ParticleSystem implements IGPUParticleSystemPlatform
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  private _renderVAO;
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  private _updateVAO;
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  private _renderVertexBuffers;
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+ private _baseUniformsNamesLength;
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  /** @internal */
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  readonly alignDataInBuffer = false;
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  /** @internal */
@@ -81,6 +81,7 @@ export class WebGL2ParticleSystem {
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  maxSimultaneousLights: 0,
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  transformFeedbackVaryings: [],
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  };
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+ this._baseUniformsNamesLength = this._updateEffectOptions.uniformsNames.length;
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  }
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  /** @internal */
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  contextLost() {
@@ -98,6 +99,8 @@ export class WebGL2ParticleSystem {
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  }
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  /** @internal */
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  createUpdateBuffer(defines) {
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+ // Reset dynamic uniforms to avoid accumulating duplicates on rebuild
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+ this._updateEffectOptions.uniformsNames.length = this._baseUniformsNamesLength;
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  this._updateEffectOptions.transformFeedbackVaryings = ["outPosition"];
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  this._updateEffectOptions.transformFeedbackVaryings.push("outAge");
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  this._updateEffectOptions.transformFeedbackVaryings.push("outSize");
@@ -132,6 +135,12 @@ export class WebGL2ParticleSystem {
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  this._updateEffectOptions.uniformsNames.push("attractorPositionAndStrength[" + i + "]");
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  }
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  }
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+ if (defines.indexOf("STARTSIZEGRADIENTS") !== -1) {
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+ this._updateEffectOptions.uniformsNames.push("startSizeGradientFactor");
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+ }
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+ if (defines.indexOf("LIFETIMEGRADIENTS") !== -1) {
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+ this._updateEffectOptions.uniformsNames.push("lifeTimeGradientRange");
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+ }
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  this._updateEffect = this._engine.createEffect("gpuUpdateParticles", this._updateEffectOptions, this._engine);
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  return new UniformBufferEffectCommonAccessor(this._updateEffect);
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  }
@@ -1 +1 @@
1
- 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{ type VertexBuffer, type Buffer } from \"../Buffers/buffer\";\r\nimport { type ThinEngine } from \"../Engines/thinEngine\";\r\nimport { type Effect, type IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { type IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\n\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport { type GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { type DataArray, type Nullable } from \"../types\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../Shaders/gpuUpdateParticles.fragment\";\r\nimport \"../Shaders/gpuUpdateParticles.vertex\";\r\n\r\nimport { type Engine } from \"../Engines/engine\";\r\n\r\n/** @internal */\r\nexport class WebGL2ParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateEffect: Effect;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n private _renderVAO: WebGLVertexArrayObject[] = [];\r\n private _updateVAO: WebGLVertexArrayObject[] = [];\r\n private _renderVertexBuffers: { [key: string]: VertexBuffer };\r\n\r\n /** @internal */\r\n public readonly alignDataInBuffer = false;\r\n\r\n /** @internal */\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\r\n \"position\",\r\n \"initialPosition\",\r\n \"age\",\r\n \"life\",\r\n \"seed\",\r\n \"size\",\r\n \"color\",\r\n \"direction\",\r\n \"initialDirection\",\r\n \"angle\",\r\n \"cellIndex\",\r\n \"cellStartOffset\",\r\n \"noiseCoordinates1\",\r\n \"noiseCoordinates2\",\r\n ],\r\n uniformsNames: [\r\n \"currentCount\",\r\n \"timeDelta\",\r\n \"emitterWM\",\r\n \"lifeTime\",\r\n \"color1\",\r\n \"color2\",\r\n \"sizeRange\",\r\n \"scaleRange\",\r\n \"gravity\",\r\n \"emitPower\",\r\n \"direction1\",\r\n \"direction2\",\r\n \"minEmitBox\",\r\n \"maxEmitBox\",\r\n \"radius\",\r\n \"directionRandomizer\",\r\n \"height\",\r\n \"coneAngle\",\r\n \"stopFactor\",\r\n \"emitIndex\",\r\n \"emitCount\",\r\n \"angleRange\",\r\n \"radiusRange\",\r\n \"cellInfos\",\r\n \"noiseStrength\",\r\n \"limitVelocityDamping\",\r\n \"flowMapProjection\",\r\n \"flowMapStrength\",\r\n ],\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"randomSampler\",\r\n \"randomSampler2\",\r\n \"sizeGradientSampler\",\r\n \"angularSpeedGradientSampler\",\r\n \"velocityGradientSampler\",\r\n \"limitVelocityGradientSampler\",\r\n \"noiseSampler\",\r\n \"dragGradientSampler\",\r\n \"flowMapSampler\",\r\n ],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [],\r\n };\r\n }\r\n\r\n /** @internal */\r\n public contextLost(): void {\r\n this._updateEffect = undefined as any;\r\n this._renderVAO.length = 0;\r\n this._updateVAO.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateEffect;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateEffect?.isReady() ?? false;\r\n }\r\n\r\n /** @internal */\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this._parent.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n\r\n // Add attractor uniform names dynamically based on maxAttractors\r\n if (defines.indexOf(\"ATTRACTORS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"attractorCount\");\r\n for (let i = 0; i < this._parent.maxAttractors; i++) {\r\n this._updateEffectOptions.uniformsNames.push(\"attractorPositionAndStrength[\" + i + \"]\");\r\n }\r\n }\r\n\r\n this._updateEffect = this._engine.createEffect(\"gpuUpdateParticles\", this._updateEffectOptions, this._engine);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._updateEffect);\r\n }\r\n\r\n /** @internal */\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._updateVAO.push(this._createUpdateVAO(updateBuffer));\r\n\r\n this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._parent._getWrapper(this._parent.blendMode).effect!));\r\n this._engine.bindArrayBuffer(null);\r\n\r\n this._renderVertexBuffers = renderVertexBuffers;\r\n }\r\n\r\n /** @internal */\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n return data;\r\n }\r\n\r\n /** @internal */\r\n public bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>): void {\r\n if (indexBuffer) {\r\n this._engine.bindBuffers(this._renderVertexBuffers, indexBuffer, effect);\r\n } else {\r\n this._engine.bindVertexArrayObject(this._renderVAO[index], null);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public preUpdateParticleBuffer(): void {\r\n const engine = this._engine as Engine;\r\n\r\n this._engine.enableEffect(this._updateEffect);\r\n\r\n if (!engine.setState) {\r\n throw new Error(\"GPU particles cannot work without a full Engine. ThinEngine is not supported\");\r\n }\r\n }\r\n\r\n /** @internal */\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._updateEffect.setTexture(\"randomSampler\", this._parent._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._parent._randomTexture2);\r\n\r\n if (this._parent._flowMap) {\r\n this._updateEffect.setTexture(\"flowMapSampler\", this._parent._flowMap);\r\n }\r\n\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this._parent.noiseTexture);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[index], null);\r\n\r\n // Update\r\n const engine = this._engine as Engine;\r\n\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointListDrawMode, 0, currentActiveCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.bindTransformFeedbackBuffer(null);\r\n }\r\n\r\n /** @internal */\r\n public releaseBuffers(): void {}\r\n\r\n /** @internal */\r\n public releaseVertexBuffers(): void {\r\n for (let index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO.length = 0;\r\n\r\n for (let index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO.length = 0;\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n const updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._parent._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this._parent.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n }\r\n }\r\n\r\n const vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WebGL2ParticleSystem\", WebGL2ParticleSystem);\r\n"]}
1
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{ type VertexBuffer, type Buffer } from \"../Buffers/buffer\";\r\nimport { type ThinEngine } from \"../Engines/thinEngine\";\r\nimport { type Effect, type IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { type IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\n\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport { type GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { type DataArray, type Nullable } from \"../types\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../Shaders/gpuUpdateParticles.fragment\";\r\nimport \"../Shaders/gpuUpdateParticles.vertex\";\r\n\r\nimport { type Engine } from \"../Engines/engine\";\r\n\r\n/** @internal */\r\nexport class WebGL2ParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateEffect: Effect;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n private _renderVAO: WebGLVertexArrayObject[] = [];\r\n private _updateVAO: WebGLVertexArrayObject[] = [];\r\n private _renderVertexBuffers: { [key: string]: VertexBuffer };\r\n private _baseUniformsNamesLength: number;\r\n\r\n /** @internal */\r\n public readonly alignDataInBuffer = false;\r\n\r\n /** @internal */\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\r\n \"position\",\r\n \"initialPosition\",\r\n \"age\",\r\n \"life\",\r\n \"seed\",\r\n \"size\",\r\n \"color\",\r\n \"direction\",\r\n \"initialDirection\",\r\n \"angle\",\r\n \"cellIndex\",\r\n \"cellStartOffset\",\r\n \"noiseCoordinates1\",\r\n \"noiseCoordinates2\",\r\n ],\r\n uniformsNames: [\r\n \"currentCount\",\r\n \"timeDelta\",\r\n \"emitterWM\",\r\n \"lifeTime\",\r\n \"color1\",\r\n \"color2\",\r\n \"sizeRange\",\r\n \"scaleRange\",\r\n \"gravity\",\r\n \"emitPower\",\r\n \"direction1\",\r\n \"direction2\",\r\n \"minEmitBox\",\r\n \"maxEmitBox\",\r\n \"radius\",\r\n \"directionRandomizer\",\r\n \"height\",\r\n \"coneAngle\",\r\n \"stopFactor\",\r\n \"emitIndex\",\r\n \"emitCount\",\r\n \"angleRange\",\r\n \"radiusRange\",\r\n \"cellInfos\",\r\n \"noiseStrength\",\r\n \"limitVelocityDamping\",\r\n \"flowMapProjection\",\r\n \"flowMapStrength\",\r\n ],\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"randomSampler\",\r\n \"randomSampler2\",\r\n \"sizeGradientSampler\",\r\n \"angularSpeedGradientSampler\",\r\n \"velocityGradientSampler\",\r\n \"limitVelocityGradientSampler\",\r\n \"noiseSampler\",\r\n \"dragGradientSampler\",\r\n \"flowMapSampler\",\r\n ],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [],\r\n };\r\n this._baseUniformsNamesLength = this._updateEffectOptions.uniformsNames.length;\r\n }\r\n\r\n /** @internal */\r\n public contextLost(): void {\r\n this._updateEffect = undefined as any;\r\n this._renderVAO.length = 0;\r\n this._updateVAO.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateEffect;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateEffect?.isReady() ?? false;\r\n }\r\n\r\n /** @internal */\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n // Reset dynamic uniforms to avoid accumulating duplicates on rebuild\r\n this._updateEffectOptions.uniformsNames.length = this._baseUniformsNamesLength;\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this._parent.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n\r\n // Add attractor uniform names dynamically based on maxAttractors\r\n if (defines.indexOf(\"ATTRACTORS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"attractorCount\");\r\n for (let i = 0; i < this._parent.maxAttractors; i++) {\r\n this._updateEffectOptions.uniformsNames.push(\"attractorPositionAndStrength[\" + i + \"]\");\r\n }\r\n }\r\n\r\n if (defines.indexOf(\"STARTSIZEGRADIENTS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"startSizeGradientFactor\");\r\n }\r\n\r\n if (defines.indexOf(\"LIFETIMEGRADIENTS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"lifeTimeGradientRange\");\r\n }\r\n\r\n this._updateEffect = this._engine.createEffect(\"gpuUpdateParticles\", this._updateEffectOptions, this._engine);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._updateEffect);\r\n }\r\n\r\n /** @internal */\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._updateVAO.push(this._createUpdateVAO(updateBuffer));\r\n\r\n this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._parent._getWrapper(this._parent.blendMode).effect!));\r\n this._engine.bindArrayBuffer(null);\r\n\r\n this._renderVertexBuffers = renderVertexBuffers;\r\n }\r\n\r\n /** @internal */\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n return data;\r\n }\r\n\r\n /** @internal */\r\n public bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>): void {\r\n if (indexBuffer) {\r\n this._engine.bindBuffers(this._renderVertexBuffers, indexBuffer, effect);\r\n } else {\r\n this._engine.bindVertexArrayObject(this._renderVAO[index], null);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public preUpdateParticleBuffer(): void {\r\n const engine = this._engine as Engine;\r\n\r\n this._engine.enableEffect(this._updateEffect);\r\n\r\n if (!engine.setState) {\r\n throw new Error(\"GPU particles cannot work without a full Engine. ThinEngine is not supported\");\r\n }\r\n }\r\n\r\n /** @internal */\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._updateEffect.setTexture(\"randomSampler\", this._parent._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._parent._randomTexture2);\r\n\r\n if (this._parent._flowMap) {\r\n this._updateEffect.setTexture(\"flowMapSampler\", this._parent._flowMap);\r\n }\r\n\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this._parent.noiseTexture);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[index], null);\r\n\r\n // Update\r\n const engine = this._engine as Engine;\r\n\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointListDrawMode, 0, currentActiveCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.bindTransformFeedbackBuffer(null);\r\n }\r\n\r\n /** @internal */\r\n public releaseBuffers(): void {}\r\n\r\n /** @internal */\r\n public releaseVertexBuffers(): void {\r\n for (let index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO.length = 0;\r\n\r\n for (let index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO.length = 0;\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n const updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._parent._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this._parent.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n }\r\n }\r\n\r\n const vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WebGL2ParticleSystem\", WebGL2ParticleSystem);\r\n"]}
@@ -124,6 +124,12 @@ uniform vec4 cellInfos;
124
124
  #ifdef ATTRACTORS
125
125
  uniform int attractorCount;uniform vec4 attractorPositionAndStrength[MAX_ATTRACTORS];
126
126
  #endif
127
+ #ifdef STARTSIZEGRADIENTS
128
+ uniform float startSizeGradientFactor;
129
+ #endif
130
+ #ifdef LIFETIMEGRADIENTS
131
+ uniform vec2 lifeTimeGradientRange;
132
+ #endif
127
133
  vec3 getRandomVec3(float offset) {return texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;}
128
134
  vec4 getRandomVec4(float offset) {return texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));}
129
135
  void main() {float newAge=age+timeDelta;
@@ -134,6 +140,9 @@ bool shouldEmit=offsetFromEmitIndex<emitCount && stopFactor != 0.;
134
140
  bool shouldEmit=newAge>=life && stopFactor != 0.;
135
141
  #endif
136
142
  if (shouldEmit) {vec3 newPosition;vec3 newDirection;vec4 randoms=getRandomVec4(seed.x);outLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;
143
+ #ifdef LIFETIMEGRADIENTS
144
+ outLife=lifeTimeGradientRange.x+(lifeTimeGradientRange.y-lifeTimeGradientRange.x)*randoms.r;
145
+ #endif
137
146
  #ifdef EMITRATECTRL
138
147
  outAge=0.0;
139
148
  #else
@@ -146,6 +155,9 @@ vec2 sizeGradientRange=texture(sizeGradientSampler,vec2(0,0)).rg;outSize.x=sizeG
146
155
  outSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;
147
156
  #endif
148
157
  outSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;outSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a;
158
+ #ifdef STARTSIZEGRADIENTS
159
+ outSize.x*=startSizeGradientFactor;
160
+ #endif
149
161
  #ifndef COLORGRADIENTS
150
162
  outColor=color1+(color2-color1)*randoms.b;
151
163
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"gpuUpdateParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuUpdateParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0RZ,CAAC;AACJ,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesVertexShader\";\nconst shader = `#version 300 es\n#define PI 3.14159\nuniform float currentCount;uniform float timeDelta;uniform float stopFactor;uniform float emitIndex;uniform float emitCount;\n#ifndef LOCAL\nuniform mat4 emitterWM;\n#endif\nuniform vec2 lifeTime;uniform vec2 emitPower;uniform vec2 sizeRange;uniform vec4 scaleRange;\n#ifdef FLOWMAP\nuniform mat4 flowMapProjection;uniform float flowMapStrength;uniform sampler2D flowMapSampler;\n#endif\n#ifndef COLORGRADIENTS\nuniform vec4 color1;uniform vec4 color2;\n#endif\nuniform vec3 gravity;uniform sampler2D randomSampler;uniform sampler2D randomSampler2;uniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;uniform vec3 direction2;uniform vec3 minEmitBox;uniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;uniform float radiusRange;uniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;uniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;uniform float height;uniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;uniform float coneAngle;uniform vec2 height;\n#ifdef DIRECTEDCONEEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\nin vec3 position;\n#ifdef CUSTOMEMITTER\nin vec3 initialPosition;\n#endif\nin float age;in float life;in vec4 seed;in vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;in vec3 noiseCoordinates2;\n#endif\nout vec3 outPosition;\n#ifdef CUSTOMEMITTER\nout vec3 outInitialPosition;\n#endif\nout float outAge;out float outLife;out vec4 outSeed;out vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;out vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;uniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;uniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec4 cellInfos;\n#endif\n#ifdef ATTRACTORS\nuniform int attractorCount;uniform vec4 attractorPositionAndStrength[MAX_ATTRACTORS];\n#endif\nvec3 getRandomVec3(float offset) {return texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;}\nvec4 getRandomVec4(float offset) {return texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));}\nvoid main() {float newAge=age+timeDelta;\n#ifdef EMITRATECTRL\nfloat particleIndex=float(gl_VertexID);float offsetFromEmitIndex=particleIndex-emitIndex;if (offsetFromEmitIndex<0.0) {offsetFromEmitIndex+=currentCount; }\nbool shouldEmit=offsetFromEmitIndex<emitCount && stopFactor != 0.;\n#else\nbool shouldEmit=newAge>=life && stopFactor != 0.;\n#endif\nif (shouldEmit) {vec3 newPosition;vec3 newDirection;vec4 randoms=getRandomVec4(seed.x);outLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\n#ifdef EMITRATECTRL\noutAge=0.0;\n#else\noutAge=newAge-life;\n#endif\noutSeed=seed;\n#ifdef SIZEGRADIENTS \nvec2 sizeGradientRange=texture(sizeGradientSampler,vec2(0,0)).rg;outSize.x=sizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;outSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;outAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=vec3(0,0,0);newDirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;newDirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);newDirection=newPosition+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nnewDirection=normalize(newPosition+directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float yPos=(randoms2.x-0.5)*height;float angle=randoms2.y*PI*2.;float inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));float positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));float xPos=positionRadius*cos(angle);float zPos=positionRadius*sin(angle);newPosition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nangle=angle+((randoms3.x-0.5)*PI)*directionRandomizer;newDirection=vec3(cos(angle),(randoms3.y-0.5)*directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);float s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.0001;\n#else\nfloat h=randoms2.y*height.y;h=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;lRadius=lRadius*h;float randX=lRadius*sin(s);float randZ=lRadius*cos(s);float randY=h *height.x;newPosition=vec3(randX,randY,randZ); \nvec3 randoms3=getRandomVec3(seed.z);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nif (abs(cos(coneAngle))==1.0) {newDirection=vec3(0.,1.0,0.);} else {newDirection=normalize(newPosition+directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=initialPosition;outInitialPosition=initialPosition;\n#else \nnewPosition=vec3(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\n#ifdef LOCAL\noutPosition=newPosition;\n#else\noutPosition=(emitterWM*vec4(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#ifndef BILLBOARD \noutInitialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nvec3 initial=newDirection;\n#else \nvec3 initial=(emitterWM*vec4(newDirection,0.)).xyz;\n#endif\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {float directionScale=timeDelta;outAge=newAge;float ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\nvec2 velocityGradientRange=texture(velocityGradientSampler,vec2(ageGradient,0)).rg;directionScale*=velocityGradientRange.x+(velocityGradientRange.y-velocityGradientRange.x)*seed.w;\n#endif\n#ifdef DRAGGRADIENTS\nvec2 dragGradientRange=texture(dragGradientSampler,vec2(ageGradient,0)).rg;directionScale*=1.0-(dragGradientRange.x+(dragGradientRange.y-dragGradientRange.x)*seed.x);\n#endif\n#if defined(CUSTOMEMITTER)\noutPosition=position+(direction-position)*ageGradient; \noutInitialPosition=initialPosition;\n#else\noutPosition=position+direction*directionScale;\n#endif\noutLife=life;outSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\nvec2 sizeGradientRange=texture(sizeGradientSampler,vec2(ageGradient,0)).rg;outSize.x=sizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y;outSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#else\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef FLOWMAP\nvec4 clipSpace=(flowMapProjection*vec4(position,1.));vec3 ndcSpace=clipSpace.xyz/clipSpace.w;vec2 flowMapUV=ndcSpace.xy*0.5+0.5;vec4 flowMapValue=texture(flowMapSampler,flowMapUV);vec3 flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*flowMapStrength;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nvec2 limitVelocityRange=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).rg;float limitVelocity=limitVelocityRange.x+(limitVelocityRange.y-limitVelocityRange.x)*seed.y;float currentVelocity=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*limitVelocityDamping;}\n#endif\n#ifdef ATTRACTORS\n{for (int i=0; i<attractorCount; i++) {vec3 toAttractor=attractorPositionAndStrength[i].xyz-outPosition;float distSq=dot(toAttractor,toAttractor)+1.0;updatedDirection+=(attractorPositionAndStrength[i].w/distSq)*normalize(toAttractor)*timeDelta;}}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;float fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;float fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;vec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;outDirection=outDirection+force*timeDelta;outNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nvec2 angularSpeedRange=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).rg;float angularSpeed=angularSpeedRange.x+(angularSpeedRange.y-angularSpeedRange.x)*seed.z;outAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;float dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;offsetAge+=cellStartOffset;\n#else\nfloat cellStartOffset=0.;\n#endif \nfloat ratio=0.;if (cellInfos.w==1.0) {ratio=clamp(mod(cellStartOffset+cellInfos.z*offsetAge,life)/life,0.,1.0);}\nelse {ratio=clamp(cellStartOffset+cellInfos.z*offsetAge/life,0.,1.0);}\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuUpdateParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuUpdateParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsSZ,CAAC;AACJ,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesVertexShader\";\nconst shader = `#version 300 es\n#define PI 3.14159\nuniform float currentCount;uniform float timeDelta;uniform float stopFactor;uniform float emitIndex;uniform float emitCount;\n#ifndef LOCAL\nuniform mat4 emitterWM;\n#endif\nuniform vec2 lifeTime;uniform vec2 emitPower;uniform vec2 sizeRange;uniform vec4 scaleRange;\n#ifdef FLOWMAP\nuniform mat4 flowMapProjection;uniform float flowMapStrength;uniform sampler2D flowMapSampler;\n#endif\n#ifndef COLORGRADIENTS\nuniform vec4 color1;uniform vec4 color2;\n#endif\nuniform vec3 gravity;uniform sampler2D randomSampler;uniform sampler2D randomSampler2;uniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;uniform vec3 direction2;uniform vec3 minEmitBox;uniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;uniform float radiusRange;uniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;uniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;uniform float height;uniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;uniform float coneAngle;uniform vec2 height;\n#ifdef DIRECTEDCONEEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\nin vec3 position;\n#ifdef CUSTOMEMITTER\nin vec3 initialPosition;\n#endif\nin float age;in float life;in vec4 seed;in vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;in vec3 noiseCoordinates2;\n#endif\nout vec3 outPosition;\n#ifdef CUSTOMEMITTER\nout vec3 outInitialPosition;\n#endif\nout float outAge;out float outLife;out vec4 outSeed;out vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;out vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;uniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;uniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec4 cellInfos;\n#endif\n#ifdef ATTRACTORS\nuniform int attractorCount;uniform vec4 attractorPositionAndStrength[MAX_ATTRACTORS];\n#endif\n#ifdef STARTSIZEGRADIENTS\nuniform float startSizeGradientFactor;\n#endif\n#ifdef LIFETIMEGRADIENTS\nuniform vec2 lifeTimeGradientRange;\n#endif\nvec3 getRandomVec3(float offset) {return texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;}\nvec4 getRandomVec4(float offset) {return texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));}\nvoid main() {float newAge=age+timeDelta;\n#ifdef EMITRATECTRL\nfloat particleIndex=float(gl_VertexID);float offsetFromEmitIndex=particleIndex-emitIndex;if (offsetFromEmitIndex<0.0) {offsetFromEmitIndex+=currentCount; }\nbool shouldEmit=offsetFromEmitIndex<emitCount && stopFactor != 0.;\n#else\nbool shouldEmit=newAge>=life && stopFactor != 0.;\n#endif\nif (shouldEmit) {vec3 newPosition;vec3 newDirection;vec4 randoms=getRandomVec4(seed.x);outLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\n#ifdef LIFETIMEGRADIENTS\noutLife=lifeTimeGradientRange.x+(lifeTimeGradientRange.y-lifeTimeGradientRange.x)*randoms.r;\n#endif\n#ifdef EMITRATECTRL\noutAge=0.0;\n#else\noutAge=newAge-life;\n#endif\noutSeed=seed;\n#ifdef SIZEGRADIENTS \nvec2 sizeGradientRange=texture(sizeGradientSampler,vec2(0,0)).rg;outSize.x=sizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;outSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifdef STARTSIZEGRADIENTS\noutSize.x*=startSizeGradientFactor;\n#endif\n#ifndef COLORGRADIENTS\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;outAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=vec3(0,0,0);newDirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;newDirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);newDirection=newPosition+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nnewDirection=normalize(newPosition+directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float yPos=(randoms2.x-0.5)*height;float angle=randoms2.y*PI*2.;float inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));float positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));float xPos=positionRadius*cos(angle);float zPos=positionRadius*sin(angle);newPosition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nangle=angle+((randoms3.x-0.5)*PI)*directionRandomizer;newDirection=vec3(cos(angle),(randoms3.y-0.5)*directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);float s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.0001;\n#else\nfloat h=randoms2.y*height.y;h=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;lRadius=lRadius*h;float randX=lRadius*sin(s);float randZ=lRadius*cos(s);float randY=h *height.x;newPosition=vec3(randX,randY,randZ); \nvec3 randoms3=getRandomVec3(seed.z);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nif (abs(cos(coneAngle))==1.0) {newDirection=vec3(0.,1.0,0.);} else {newDirection=normalize(newPosition+directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=initialPosition;outInitialPosition=initialPosition;\n#else \nnewPosition=vec3(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\n#ifdef LOCAL\noutPosition=newPosition;\n#else\noutPosition=(emitterWM*vec4(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#ifndef BILLBOARD \noutInitialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nvec3 initial=newDirection;\n#else \nvec3 initial=(emitterWM*vec4(newDirection,0.)).xyz;\n#endif\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {float directionScale=timeDelta;outAge=newAge;float ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\nvec2 velocityGradientRange=texture(velocityGradientSampler,vec2(ageGradient,0)).rg;directionScale*=velocityGradientRange.x+(velocityGradientRange.y-velocityGradientRange.x)*seed.w;\n#endif\n#ifdef DRAGGRADIENTS\nvec2 dragGradientRange=texture(dragGradientSampler,vec2(ageGradient,0)).rg;directionScale*=1.0-(dragGradientRange.x+(dragGradientRange.y-dragGradientRange.x)*seed.x);\n#endif\n#if defined(CUSTOMEMITTER)\noutPosition=position+(direction-position)*ageGradient; \noutInitialPosition=initialPosition;\n#else\noutPosition=position+direction*directionScale;\n#endif\noutLife=life;outSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\nvec2 sizeGradientRange=texture(sizeGradientSampler,vec2(ageGradient,0)).rg;outSize.x=sizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y;outSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#else\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef FLOWMAP\nvec4 clipSpace=(flowMapProjection*vec4(position,1.));vec3 ndcSpace=clipSpace.xyz/clipSpace.w;vec2 flowMapUV=ndcSpace.xy*0.5+0.5;vec4 flowMapValue=texture(flowMapSampler,flowMapUV);vec3 flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*flowMapStrength;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nvec2 limitVelocityRange=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).rg;float limitVelocity=limitVelocityRange.x+(limitVelocityRange.y-limitVelocityRange.x)*seed.y;float currentVelocity=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*limitVelocityDamping;}\n#endif\n#ifdef ATTRACTORS\n{for (int i=0; i<attractorCount; i++) {vec3 toAttractor=attractorPositionAndStrength[i].xyz-outPosition;float distSq=dot(toAttractor,toAttractor)+1.0;updatedDirection+=(attractorPositionAndStrength[i].w/distSq)*normalize(toAttractor)*timeDelta;}}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;float fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;float fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;vec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;outDirection=outDirection+force*timeDelta;outNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nvec2 angularSpeedRange=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).rg;float angularSpeed=angularSpeedRange.x+(angularSpeedRange.y-angularSpeedRange.x)*seed.z;outAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;float dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;offsetAge+=cellStartOffset;\n#else\nfloat cellStartOffset=0.;\n#endif \nfloat ratio=0.;if (cellInfos.w==1.0) {ratio=clamp(mod(cellStartOffset+cellInfos.z*offsetAge,life)/life,0.,1.0);}\nelse {ratio=clamp(cellStartOffset+cellInfos.z*offsetAge/life,0.,1.0);}\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesVertexShader = { name, shader };\n"]}
@@ -72,6 +72,12 @@ emitterWM : mat4x4<f32>,
72
72
  attractorCount : i32,
73
73
  attractorPositionAndStrength : array<vec4<f32>,MAX_ATTRACTORS>,
74
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  #endif
75
+ #ifdef STARTSIZEGRADIENTS
76
+ startSizeGradientFactor : f32,
77
+ #endif
78
+ #ifdef LIFETIMEGRADIENTS
79
+ lifeTimeGradientRange : vec2<f32>,
80
+ #endif
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81
  #ifdef BOXEMITTER
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  direction1 : vec3<f32>,
77
83
  direction2 : vec3<f32>,
@@ -152,7 +158,12 @@ let shouldEmit : bool=offsetFromEmitIndex<params.emitCount && params.stopFactor
152
158
  #else
153
159
  let shouldEmit : bool=newAge>=life && params.stopFactor != 0.;
154
160
  #endif
155
- if (shouldEmit) {var newPosition : vec3<f32>;var newDirection : vec3<f32>;let randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);let outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;particlesOut.particles[index].life=outLife;
161
+ if (shouldEmit) {var newPosition : vec3<f32>;var newDirection : vec3<f32>;let randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);let outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;
162
+ #ifdef LIFETIMEGRADIENTS
163
+ particlesOut.particles[index].life=params.lifeTimeGradientRange.x+(params.lifeTimeGradientRange.y-params.lifeTimeGradientRange.x)*randoms.r;
164
+ #else
165
+ particlesOut.particles[index].life=outLife;
166
+ #endif
156
167
  #ifdef EMITRATECTRL
157
168
  particlesOut.particles[index].age=0.0;
158
169
  #else
@@ -164,6 +175,9 @@ let sizeGradientRange=textureSampleLevel(sizeGradientTexture,sizeGradientSampler
164
175
  #else
165
176
  sizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;
166
177
  #endif
178
+ #ifdef STARTSIZEGRADIENTS
179
+ sizex*=params.startSizeGradientFactor;
180
+ #endif
167
181
  particlesOut.particles[index].size=vec3<f32>(
168
182
  sizex,
169
183
  params.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,
@@ -1 +1 @@
1
- {"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsTd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesComputeShader\";\nconst shader = `struct Particle {position : vec3<f32>,\nage : f32,\nsize : vec3<f32>,\nlife : f32,\nseed : vec4<f32>,\ndirection : vec3<f32>,\ndummy0: f32,\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\ndummy1: f32,\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\ndummy2: f32,\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\ndummy3: f32,\nnoiseCoordinates2 : vec3<f32>,\ndummy4: f32,\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\n#else\nangle : vec2<f32>,\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\n#endif\n#endif\n};struct Particles {particles : array<Particle>,};struct SimParams {currentCount : f32,\ntimeDelta : f32,\nstopFactor : f32,\nrandomTextureSize: i32,\nlifeTime : vec2<f32>,\nemitPower : vec2<f32>,\nemitIndex : f32,\nemitCount : f32,\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\ncolor2 : vec4<f32>,\n#endif\nsizeRange : vec2<f32>,\nscaleRange : vec4<f32>,\nangleRange : vec4<f32>,\ngravity : vec3<f32>,\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\n#endif\n#ifdef FLOWMAP\nflowMapProjection : mat4x4<f32>,\nflowMapStrength : f32,\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\n#endif\n#ifdef ATTRACTORS\nattractorCount : i32,\nattractorPositionAndStrength : array<vec4<f32>,MAX_ATTRACTORS>,\n#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\nminEmitBox : vec3<f32>,\nmaxEmitBox : vec3<f32>,\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\nconeAngle : f32,\nheight : vec2<f32>,\n#ifdef DIRECTEDCONEEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\nheight : f32,\nradiusRange : f32,\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\nradiusRange : f32,\ndirectionRandomizer : f32,\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#endif\n#ifdef SPHEREEMITTER\nradius : f32,\nradiusRange : f32,\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n};@binding(0) @group(0) var<uniform> params : SimParams;@binding(1) @group(0) var<storage,read> particlesIn : Particles;@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;@binding(3) @group(0) var randomTexture : texture_2d<f32>;@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\n#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\n#endif\n#ifdef FLOWMAP\n@binding(12) @group(1) var flowMapSampler : sampler;@binding(13) @group(1) var flowMapTexture : texture_2d<f32>;\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {return textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;}\nfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {return textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);}\n@compute @workgroup_size(64)\nfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {let index : u32=GlobalInvocationID.x;let vertexID : f32=f32(index);if (index>=u32(params.currentCount)) {return;}\nlet PI : f32=3.14159;let timeDelta : f32=params.timeDelta;let newAge : f32=particlesIn.particles[index].age+timeDelta;let life : f32=particlesIn.particles[index].life;let seed : vec4<f32>=particlesIn.particles[index].seed;let direction : vec3<f32>=particlesIn.particles[index].direction;\n#ifdef EMITRATECTRL\nvar offsetFromEmitIndex : f32=vertexID-params.emitIndex;if (offsetFromEmitIndex<0.0) {offsetFromEmitIndex+=params.currentCount; }\nlet shouldEmit : bool=offsetFromEmitIndex<params.emitCount && params.stopFactor != 0.;\n#else\nlet shouldEmit : bool=newAge>=life && params.stopFactor != 0.;\n#endif\nif (shouldEmit) {var newPosition : vec3<f32>;var newDirection : vec3<f32>;let randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);let outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;particlesOut.particles[index].life=outLife;\n#ifdef EMITRATECTRL\nparticlesOut.particles[index].age=0.0;\n#else\nparticlesOut.particles[index].age=newAge-life;\n#endif\nparticlesOut.particles[index].seed=seed;var sizex : f32;\n#ifdef SIZEGRADIENTS \nlet sizeGradientRange=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).rg;sizex=sizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=vec3<f32>(0.,0.,0.);newDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;newDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);newDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let yPos : f32=(-0.5+randoms2.x)*params.height;var angle : f32=randoms2.y*PI*2.;let inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);let positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));let xPos : f32=positionRadius*cos(angle);let zPos : f32=positionRadius*sin(angle);newPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;newDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;h=1.-h*h; \n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;lRadius=lRadius*h;let randX : f32=lRadius*sin(s);let randZ : f32=lRadius*cos(s);let randY : f32=h *params.height.x;newPosition=vec3<f32>(randX,randY,randZ); \nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nif (abs(cos(params.coneAngle))==1.0) {newDirection=vec3<f32>(0.,1.0,0.);} else {newDirection=normalize(newPosition+params.directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;particlesOut.particles[index].initialPosition=newPosition;\n#else \nnewPosition=vec3<f32>(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {var directionScale : f32=timeDelta;particlesOut.particles[index].age=newAge;let ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\nlet velocityGradientRange=textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;directionScale=directionScale*(velocityGradientRange.x+(velocityGradientRange.y-velocityGradientRange.x)*seed.w);\n#endif\n#ifdef DRAGGRADIENTS\nlet dragGradientRange=textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;directionScale=directionScale*(1.0-(dragGradientRange.x+(dragGradientRange.y-dragGradientRange.x)*seed.x));\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;particlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nlet sizeGradientRange=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;particlesOut.particles[index].size=vec3<f32>(\nsizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef FLOWMAP\nvar clipSpace=(params.flowMapProjection*vec4f(position,1.));var ndcSpace=clipSpace.xyz/clipSpace.w;var flowMapUV=ndcSpace.xy*0.5+0.5;var flowMapValue=textureSampleLevel(flowMapTexture,flowMapSampler,flowMapUV,0.);var flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*params.flowMapStrength;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocityRange=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;let limitVelocity : f32=limitVelocityRange.x+(limitVelocityRange.y-limitVelocityRange.x)*seed.y;let currentVelocity : f32=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*params.limitVelocityDamping;}\n#endif\n#ifdef ATTRACTORS\n{for (var i : i32=0; i<params.attractorCount; i=i+1) {let toAttractor : vec3<f32>=params.attractorPositionAndStrength[i].xyz-position;let distSq : f32=dot(toAttractor,toAttractor)+1.0;updatedDirection=updatedDirection+(params.attractorPositionAndStrength[i].w/distSq)*normalize(toAttractor)*timeDelta;}}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;let noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;let fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;particlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;particlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeedRange=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;let angularSpeed : f32=angularSpeedRange.x+(angularSpeedRange.y-angularSpeedRange.x)*seed.z;particlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;particlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;let dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;particlesOut.particles[index].cellStartOffset=cellStartOffset;offsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif \nvar ratio : f32;if (params.cellInfos.w==1.0) {ratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);}\nelse {ratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesComputeShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoUd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesComputeShader\";\nconst shader = `struct Particle {position : vec3<f32>,\nage : f32,\nsize : vec3<f32>,\nlife : f32,\nseed : vec4<f32>,\ndirection : vec3<f32>,\ndummy0: f32,\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\ndummy1: f32,\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\ndummy2: f32,\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\ndummy3: f32,\nnoiseCoordinates2 : vec3<f32>,\ndummy4: f32,\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\n#else\nangle : vec2<f32>,\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\n#endif\n#endif\n};struct Particles {particles : array<Particle>,};struct SimParams {currentCount : f32,\ntimeDelta : f32,\nstopFactor : f32,\nrandomTextureSize: i32,\nlifeTime : vec2<f32>,\nemitPower : vec2<f32>,\nemitIndex : f32,\nemitCount : f32,\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\ncolor2 : vec4<f32>,\n#endif\nsizeRange : vec2<f32>,\nscaleRange : vec4<f32>,\nangleRange : vec4<f32>,\ngravity : vec3<f32>,\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\n#endif\n#ifdef FLOWMAP\nflowMapProjection : mat4x4<f32>,\nflowMapStrength : f32,\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\n#endif\n#ifdef ATTRACTORS\nattractorCount : i32,\nattractorPositionAndStrength : array<vec4<f32>,MAX_ATTRACTORS>,\n#endif\n#ifdef STARTSIZEGRADIENTS\nstartSizeGradientFactor : f32,\n#endif\n#ifdef LIFETIMEGRADIENTS\nlifeTimeGradientRange : vec2<f32>,\n#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\nminEmitBox : vec3<f32>,\nmaxEmitBox : vec3<f32>,\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\nconeAngle : f32,\nheight : vec2<f32>,\n#ifdef DIRECTEDCONEEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\nheight : f32,\nradiusRange : f32,\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\nradiusRange : f32,\ndirectionRandomizer : f32,\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#endif\n#ifdef SPHEREEMITTER\nradius : f32,\nradiusRange : f32,\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n};@binding(0) @group(0) var<uniform> params : SimParams;@binding(1) @group(0) var<storage,read> particlesIn : Particles;@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;@binding(3) @group(0) var randomTexture : texture_2d<f32>;@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\n#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\n#endif\n#ifdef FLOWMAP\n@binding(12) @group(1) var flowMapSampler : sampler;@binding(13) @group(1) var flowMapTexture : texture_2d<f32>;\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {return textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;}\nfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {return textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);}\n@compute @workgroup_size(64)\nfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {let index : u32=GlobalInvocationID.x;let vertexID : f32=f32(index);if (index>=u32(params.currentCount)) {return;}\nlet PI : f32=3.14159;let timeDelta : f32=params.timeDelta;let newAge : f32=particlesIn.particles[index].age+timeDelta;let life : f32=particlesIn.particles[index].life;let seed : vec4<f32>=particlesIn.particles[index].seed;let direction : vec3<f32>=particlesIn.particles[index].direction;\n#ifdef EMITRATECTRL\nvar offsetFromEmitIndex : f32=vertexID-params.emitIndex;if (offsetFromEmitIndex<0.0) {offsetFromEmitIndex+=params.currentCount; }\nlet shouldEmit : bool=offsetFromEmitIndex<params.emitCount && params.stopFactor != 0.;\n#else\nlet shouldEmit : bool=newAge>=life && params.stopFactor != 0.;\n#endif\nif (shouldEmit) {var newPosition : vec3<f32>;var newDirection : vec3<f32>;let randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);let outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;\n#ifdef LIFETIMEGRADIENTS\nparticlesOut.particles[index].life=params.lifeTimeGradientRange.x+(params.lifeTimeGradientRange.y-params.lifeTimeGradientRange.x)*randoms.r;\n#else\nparticlesOut.particles[index].life=outLife;\n#endif\n#ifdef EMITRATECTRL\nparticlesOut.particles[index].age=0.0;\n#else\nparticlesOut.particles[index].age=newAge-life;\n#endif\nparticlesOut.particles[index].seed=seed;var sizex : f32;\n#ifdef SIZEGRADIENTS \nlet sizeGradientRange=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).rg;sizex=sizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\n#ifdef STARTSIZEGRADIENTS\nsizex*=params.startSizeGradientFactor;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=vec3<f32>(0.,0.,0.);newDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;newDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);newDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let yPos : f32=(-0.5+randoms2.x)*params.height;var angle : f32=randoms2.y*PI*2.;let inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);let positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));let xPos : f32=positionRadius*cos(angle);let zPos : f32=positionRadius*sin(angle);newPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;newDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;h=1.-h*h; \n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;lRadius=lRadius*h;let randX : f32=lRadius*sin(s);let randZ : f32=lRadius*cos(s);let randY : f32=h *params.height.x;newPosition=vec3<f32>(randX,randY,randZ); \nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nif (abs(cos(params.coneAngle))==1.0) {newDirection=vec3<f32>(0.,1.0,0.);} else {newDirection=normalize(newPosition+params.directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;particlesOut.particles[index].initialPosition=newPosition;\n#else \nnewPosition=vec3<f32>(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {var directionScale : f32=timeDelta;particlesOut.particles[index].age=newAge;let ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\nlet velocityGradientRange=textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;directionScale=directionScale*(velocityGradientRange.x+(velocityGradientRange.y-velocityGradientRange.x)*seed.w);\n#endif\n#ifdef DRAGGRADIENTS\nlet dragGradientRange=textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;directionScale=directionScale*(1.0-(dragGradientRange.x+(dragGradientRange.y-dragGradientRange.x)*seed.x));\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;particlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nlet sizeGradientRange=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;particlesOut.particles[index].size=vec3<f32>(\nsizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef FLOWMAP\nvar clipSpace=(params.flowMapProjection*vec4f(position,1.));var ndcSpace=clipSpace.xyz/clipSpace.w;var flowMapUV=ndcSpace.xy*0.5+0.5;var flowMapValue=textureSampleLevel(flowMapTexture,flowMapSampler,flowMapUV,0.);var flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*params.flowMapStrength;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocityRange=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;let limitVelocity : f32=limitVelocityRange.x+(limitVelocityRange.y-limitVelocityRange.x)*seed.y;let currentVelocity : f32=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*params.limitVelocityDamping;}\n#endif\n#ifdef ATTRACTORS\n{for (var i : i32=0; i<params.attractorCount; i=i+1) {let toAttractor : vec3<f32>=params.attractorPositionAndStrength[i].xyz-position;let distSq : f32=dot(toAttractor,toAttractor)+1.0;updatedDirection=updatedDirection+(params.attractorPositionAndStrength[i].w/distSq)*normalize(toAttractor)*timeDelta;}}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;let noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;let fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;particlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;particlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeedRange=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;let angularSpeed : f32=angularSpeedRange.x+(angularSpeedRange.y-angularSpeedRange.x)*seed.z;particlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;particlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;let dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;particlesOut.particles[index].cellStartOffset=cellStartOffset;offsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif \nvar ratio : f32;if (params.cellInfos.w==1.0) {ratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);}\nelse {ratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesComputeShaderWGSL = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@onerjs/core",
3
- "version": "8.48.9",
3
+ "version": "8.49.1",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",