@onerjs/core 8.51.4 → 8.51.5

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Files changed (173) hide show
  1. package/Animations/animatorAvatar.d.ts +2 -0
  2. package/Animations/animatorAvatar.js +163 -94
  3. package/Animations/animatorAvatar.js.map +1 -1
  4. package/Engines/constants.d.ts +10 -0
  5. package/Engines/constants.js +10 -0
  6. package/Engines/constants.js.map +1 -1
  7. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +6 -3
  8. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  9. package/Materials/PBR/openpbrMaterial.d.ts +8 -0
  10. package/Materials/PBR/openpbrMaterial.js +16 -0
  11. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  12. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
  13. package/Materials/PBR/pbrBaseMaterial.js +8 -0
  14. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  15. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +6 -0
  16. package/Materials/Textures/Procedurals/proceduralTexture.js +3 -1
  17. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  18. package/Materials/Textures/index.d.ts +1 -0
  19. package/Materials/Textures/index.js +1 -0
  20. package/Materials/Textures/index.js.map +1 -1
  21. package/Materials/Textures/textureMerger.js +1 -0
  22. package/Materials/Textures/textureMerger.js.map +1 -1
  23. package/Materials/Textures/textureProcessor.d.ts +315 -0
  24. package/Materials/Textures/textureProcessor.js +792 -0
  25. package/Materials/Textures/textureProcessor.js.map +1 -0
  26. package/Materials/material.d.ts +24 -0
  27. package/Materials/material.js +39 -0
  28. package/Materials/material.js.map +1 -1
  29. package/Materials/standardMaterial.d.ts +1 -0
  30. package/Materials/standardMaterial.js +6 -0
  31. package/Materials/standardMaterial.js.map +1 -1
  32. package/Physics/v2/characterController.d.ts +104 -7
  33. package/Physics/v2/characterController.js +355 -7
  34. package/Physics/v2/characterController.js.map +1 -1
  35. package/Shaders/ShadersInclude/bumpFragment.js +3 -3
  36. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  37. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +5 -1
  38. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  39. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -0
  40. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  41. package/Shaders/ShadersInclude/defaultUboDeclaration.js +1 -1
  42. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  43. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +1 -1
  44. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  45. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js +1 -1
  46. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -1
  47. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
  48. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  49. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +14 -14
  50. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  51. package/Shaders/ShadersInclude/openpbrCoatLayerData.js +6 -6
  52. package/Shaders/ShadersInclude/openpbrCoatLayerData.js.map +1 -1
  53. package/Shaders/ShadersInclude/openpbrDirectLighting.js +1 -1
  54. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  55. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  56. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  57. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +3 -0
  58. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
  59. package/Shaders/ShadersInclude/openpbrFuzzLayerData.js +3 -3
  60. package/Shaders/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  61. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js +4 -4
  62. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
  63. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js +7 -3
  64. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -1
  65. package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js +2 -2
  66. package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
  67. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +5 -5
  68. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  69. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
  70. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  71. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +1 -1
  72. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
  73. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +1 -1
  74. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  75. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js +1 -1
  76. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  77. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +3 -0
  78. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
  79. package/Shaders/ShadersInclude/pbrHelperFunctions.js +4 -0
  80. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  81. package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
  82. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  83. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +1 -1
  84. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  85. package/Shaders/ShadersInclude/textureRepetitionFunctions.d.ts +5 -0
  86. package/Shaders/ShadersInclude/textureRepetitionFunctions.js +52 -0
  87. package/Shaders/ShadersInclude/textureRepetitionFunctions.js.map +1 -0
  88. package/Shaders/default.fragment.d.ts +1 -0
  89. package/Shaders/default.fragment.js +8 -6
  90. package/Shaders/default.fragment.js.map +1 -1
  91. package/Shaders/geometry.fragment.js +3 -3
  92. package/Shaders/geometry.fragment.js.map +1 -1
  93. package/Shaders/openpbr.fragment.d.ts +1 -0
  94. package/Shaders/openpbr.fragment.js +4 -2
  95. package/Shaders/openpbr.fragment.js.map +1 -1
  96. package/Shaders/pbr.fragment.d.ts +1 -0
  97. package/Shaders/pbr.fragment.js +24 -22
  98. package/Shaders/pbr.fragment.js.map +1 -1
  99. package/Shaders/textureProcessor.fragment.d.ts +5 -0
  100. package/Shaders/textureProcessor.fragment.js +156 -0
  101. package/Shaders/textureProcessor.fragment.js.map +1 -0
  102. package/ShadersWGSL/ShadersInclude/bumpFragment.js +3 -3
  103. package/ShadersWGSL/ShadersInclude/bumpFragment.js.map +1 -1
  104. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +5 -1
  105. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  106. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +1 -1
  107. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  108. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js +1 -1
  109. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -1
  110. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
  111. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  112. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +15 -15
  113. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  114. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js +7 -7
  115. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js.map +1 -1
  116. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +1 -1
  117. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  118. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  119. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  120. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js +4 -4
  121. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  122. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +3 -3
  123. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  124. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js +4 -4
  125. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
  126. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js +7 -3
  127. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -1
  128. package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js +2 -2
  129. package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
  130. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +6 -6
  131. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  132. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
  133. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  134. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +1 -1
  135. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  136. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js +1 -1
  137. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  138. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +4 -0
  139. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  140. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +1 -1
  141. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  142. package/ShadersWGSL/ShadersInclude/textureRepetitionFunctions.d.ts +5 -0
  143. package/ShadersWGSL/ShadersInclude/textureRepetitionFunctions.js +52 -0
  144. package/ShadersWGSL/ShadersInclude/textureRepetitionFunctions.js.map +1 -0
  145. package/ShadersWGSL/default.fragment.d.ts +1 -0
  146. package/ShadersWGSL/default.fragment.js +8 -6
  147. package/ShadersWGSL/default.fragment.js.map +1 -1
  148. package/ShadersWGSL/geometry.fragment.js +3 -3
  149. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  150. package/ShadersWGSL/openpbr.fragment.d.ts +1 -0
  151. package/ShadersWGSL/openpbr.fragment.js +5 -3
  152. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  153. package/ShadersWGSL/openpbr.vertex.js +1 -1
  154. package/ShadersWGSL/openpbr.vertex.js.map +1 -1
  155. package/ShadersWGSL/pbr.fragment.d.ts +1 -0
  156. package/ShadersWGSL/pbr.fragment.js +24 -22
  157. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  158. package/ShadersWGSL/textureProcessor.fragment.d.ts +5 -0
  159. package/ShadersWGSL/textureProcessor.fragment.js +161 -0
  160. package/ShadersWGSL/textureProcessor.fragment.js.map +1 -0
  161. package/SmartAssets/index.d.ts +2 -0
  162. package/SmartAssets/index.js +2 -0
  163. package/SmartAssets/index.js.map +1 -0
  164. package/SmartAssets/smartAssetManager.d.ts +156 -0
  165. package/SmartAssets/smartAssetManager.js +531 -0
  166. package/SmartAssets/smartAssetManager.js.map +1 -0
  167. package/SmartAssets/smartAssetSerializer.d.ts +61 -0
  168. package/SmartAssets/smartAssetSerializer.js +97 -0
  169. package/SmartAssets/smartAssetSerializer.js.map +1 -0
  170. package/index.d.ts +1 -0
  171. package/index.js +1 -0
  172. package/index.js.map +1 -1
  173. package/package.json +1 -1
@@ -26,6 +26,12 @@ export interface IProceduralTextureCreationOptions extends RenderTargetTextureOp
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  * Additional async code to run before preparing the effect
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  */
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  extraInitializationsAsync?: () => Promise<void>;
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+ /**
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+ * When true the texture will not be pushed onto scene.proceduralTextures and will
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+ * therefore never be rendered automatically by the scene render loop. Use this for
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+ * one-shot or manually-driven textures that manage their own render lifecycle.
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+ */
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+ skipSceneRegistration?: boolean;
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  }
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  /**
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  * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
@@ -102,7 +102,9 @@ export class ProceduralTexture extends Texture {
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  component = new ProceduralTextureSceneComponent(scene);
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  scene._addComponent(component);
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  }
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- scene.proceduralTextures.push(this);
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+ if (!this._options.skipSceneRegistration) {
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+ scene.proceduralTextures.push(this);
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+ }
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  this._fullEngine = scene.getEngine();
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  this.name = name;
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  this.isRenderTarget = true;
@@ -1 +1 @@
1
- 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{ serialize } from \"../../../Misc/decorators\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport { type Nullable } from \"../../../types\";\r\nimport { type Scene } from \"../../../scene\";\r\nimport { type Matrix, type Vector4, type Vector3, type Vector2 } from \"../../../Maths/math.vector\";\r\nimport { type Color4, type Color3 } from \"../../../Maths/math.color\";\r\nimport { type AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport { VertexBuffer } from \"../../../Buffers/buffer\";\r\nimport { SceneComponentConstants } from \"../../../sceneComponent\";\r\n\r\nimport { Material } from \"../../../Materials/material\";\r\nimport { type Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { type RenderTargetTextureOptions, RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { ProceduralTextureSceneComponent } from \"./proceduralTextureSceneComponent\";\r\n\r\nimport { type DataBuffer } from \"../../../Buffers/dataBuffer\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { type NodeMaterial } from \"../../Node/nodeMaterial\";\r\nimport { type TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { DrawWrapper } from \"../../drawWrapper\";\r\nimport { type RenderTargetWrapper } from \"../../../Engines/renderTargetWrapper\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\n\r\n/**\r\n * Options to create a procedural texture\r\n */\r\nexport interface IProceduralTextureCreationOptions extends RenderTargetTextureOptions {\r\n /**\r\n * Defines a fallback texture in case there were issues to create the custom texture\r\n */\r\n fallbackTexture?: Nullable<Texture>;\r\n /**\r\n * The shader language of the shader. (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n /**\r\n * Additional async code to run before preparing the effect\r\n */\r\n extraInitializationsAsync?: () => Promise<void>;\r\n}\r\n\r\n/**\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.\r\n * This is the base class of any Procedural texture and contains most of the shareable code.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures\r\n */\r\nexport class ProceduralTexture extends Texture {\r\n /**\r\n * Define if the texture is enabled or not (disabled texture will not render)\r\n */\r\n @serialize()\r\n public isEnabled = true;\r\n\r\n /**\r\n * Define if the texture must be cleared before rendering (default is true)\r\n */\r\n @serialize()\r\n public autoClear = true;\r\n\r\n /**\r\n * Callback called when the texture is generated\r\n */\r\n public onGenerated: () => void;\r\n\r\n /**\r\n * Event raised when the texture is generated\r\n */\r\n public onGeneratedObservable = new Observable<ProceduralTexture>();\r\n\r\n /**\r\n * Event raised before the texture is generated\r\n */\r\n public onBeforeGenerationObservable = new Observable<ProceduralTexture>();\r\n\r\n /**\r\n * Gets or sets the node material used to create this texture (null if the texture was manually created)\r\n */\r\n public nodeMaterialSource: Nullable<NodeMaterial> = null;\r\n\r\n /**\r\n * Define the list of custom preprocessor defines used in the shader\r\n */\r\n public defines: string = \"\";\r\n\r\n /** @internal */\r\n @serialize()\r\n public _generateMipMaps: boolean;\r\n\r\n private _drawWrapper: DrawWrapper;\r\n\r\n /** @internal */\r\n public _textures: { [key: string]: ThinTexture } = {};\r\n\r\n /** @internal */\r\n protected _fallbackTexture: Nullable<Texture>;\r\n\r\n /** @internal */\r\n private _shaderLanguage: ShaderLanguage;\r\n\r\n /**\r\n * Gets the shader language type used to generate vertex and fragment source code.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n @serialize()\r\n private _size: TextureSize;\r\n private _textureType: number;\r\n private _currentRefreshId = -1;\r\n private _frameId = -1;\r\n private _refreshRate = 1;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _uniforms = new Array<string>();\r\n private _samplers = new Array<string>();\r\n private _fragment: any;\r\n\r\n private _floats: { [key: string]: number } = {};\r\n private _ints: { [key: string]: number } = {};\r\n private _floatsArrays: { [key: string]: number[] } = {};\r\n private _colors3: { [key: string]: Color3 } = {};\r\n private _colors4: { [key: string]: Color4 } = {};\r\n private _vectors2: { [key: string]: Vector2 } = {};\r\n private _vectors3: { [key: string]: Vector3 } = {};\r\n private _vectors4: { [key: string]: Vector4 } = {};\r\n private _matrices: { [key: string]: Matrix } = {};\r\n\r\n private _fallbackTextureUsed = false;\r\n private _fullEngine: AbstractEngine;\r\n\r\n private _cachedDefines: Nullable<string> = null;\r\n\r\n private _contentUpdateId = -1;\r\n private _contentData: Nullable<Promise<ArrayBufferView>>;\r\n\r\n private _rtWrapper: Nullable<RenderTargetWrapper> = null;\r\n private _options: IProceduralTextureCreationOptions;\r\n\r\n /**\r\n * Instantiates a new procedural texture.\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.\r\n * This is the base class of any Procedural texture and contains most of the shareable code.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the texture to create\r\n * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later:\r\n * * object: \\{ fragmentElement: \"fragmentShaderCode\" \\}, used with shader code in script tags\r\n * * object: \\{ fragmentSource: \"fragment shader code string\" \\}, the string contains the shader code\r\n * * string: the string contains a name \"XXX\" to lookup in Effect.ShadersStore[\"XXXFragmentShader\"]\r\n * @param scene Define the scene the texture belongs to\r\n * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture\r\n * @param generateMipMaps Define if the texture should creates mip maps or not\r\n * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)\r\n * @param textureType The FBO internal texture type\r\n */\r\n constructor(\r\n name: string,\r\n size: TextureSize,\r\n fragment: any,\r\n scene: Nullable<Scene>,\r\n fallbackTexture: Nullable<Texture> | IProceduralTextureCreationOptions = null,\r\n generateMipMaps = true,\r\n isCube = false,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n ) {\r\n super(null, scene, !generateMipMaps);\r\n\r\n if (fallbackTexture !== null && !(fallbackTexture instanceof Texture)) {\r\n this._options = fallbackTexture;\r\n this._fallbackTexture = fallbackTexture.fallbackTexture ?? null;\r\n } else {\r\n this._options = {};\r\n this._fallbackTexture = fallbackTexture;\r\n }\r\n\r\n this._shaderLanguage = this._options.shaderLanguage ?? ShaderLanguage.GLSL;\r\n\r\n scene = this.getScene() || EngineStore.LastCreatedScene!;\r\n let component = scene._getComponent(SceneComponentConstants.NAME_PROCEDURALTEXTURE);\r\n if (!component) {\r\n component = new ProceduralTextureSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n scene.proceduralTextures.push(this);\r\n\r\n this._fullEngine = scene.getEngine();\r\n\r\n this.name = name;\r\n this.isRenderTarget = true;\r\n this._size = size;\r\n this._textureType = textureType;\r\n this._generateMipMaps = generateMipMaps;\r\n this._drawWrapper = new DrawWrapper(this._fullEngine);\r\n\r\n this.setFragment(fragment);\r\n\r\n const rtWrapper = this._createRtWrapper(isCube, size, generateMipMaps, textureType);\r\n this._texture = rtWrapper.texture;\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._fullEngine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createRtWrapper(isCube: boolean, size: TextureSize, generateMipMaps: boolean, textureType: number) {\r\n if (isCube) {\r\n this._rtWrapper = this._fullEngine.createRenderTargetCubeTexture(size as number, {\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n type: textureType,\r\n ...this._options,\r\n });\r\n this.setFloat(\"face\", 0);\r\n } else {\r\n this._rtWrapper = this._fullEngine.createRenderTargetTexture(size, {\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n type: textureType,\r\n ...this._options,\r\n });\r\n if (this._rtWrapper.is3D) {\r\n this.setFloat(\"layer\", 0);\r\n this.setInt(\"layerNum\", 0);\r\n }\r\n }\r\n return this._rtWrapper;\r\n }\r\n\r\n /**\r\n * The effect that is created when initializing the post process.\r\n * @returns The created effect corresponding the postprocess.\r\n */\r\n public getEffect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _setEffect(effect: Effect) {\r\n this._drawWrapper.effect = effect;\r\n }\r\n\r\n /**\r\n * Gets texture content (Use this function wisely as reading from a texture can be slow)\r\n * @returns an ArrayBufferView promise (Uint8Array or Float32Array)\r\n */\r\n public getContent(): Nullable<Promise<ArrayBufferView>> {\r\n if (this._contentData && this._frameId === this._contentUpdateId) {\r\n return this._contentData;\r\n }\r\n\r\n if (this._contentData) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._contentData.then((buffer) => {\r\n this._contentData = this.readPixels(0, 0, buffer);\r\n this._contentUpdateId = this._frameId;\r\n });\r\n } else {\r\n this._contentData = this.readPixels(0, 0);\r\n this._contentUpdateId = this._frameId;\r\n }\r\n\r\n return this._contentData;\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._fullEngine;\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public override _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n\r\n if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the texture in order to recreate its associated resources.\r\n * This can be called in case of context loss or if you change the shader code and need to regenerate the texture with the new code\r\n */\r\n public reset(): void {\r\n this._drawWrapper.effect?.dispose();\r\n this._drawWrapper.effect = null;\r\n this._cachedDefines = null;\r\n }\r\n\r\n protected _getDefines(): string {\r\n return this.defines;\r\n }\r\n\r\n /**\r\n * Executes a function when the texture will be ready to be drawn.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenReady(func: (texture: ProceduralTexture) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n const effect = this.getEffect();\r\n if (effect) {\r\n effect.executeWhenCompiled(() => {\r\n func(this);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Is the texture ready to be used ? (rendered at least once)\r\n * @returns true if ready, otherwise, false.\r\n */\r\n public override isReady(): boolean {\r\n const engine = this._fullEngine;\r\n\r\n if (this.nodeMaterialSource) {\r\n return this._drawWrapper.effect!.isReady();\r\n }\r\n\r\n if (!this._fragment) {\r\n return false;\r\n }\r\n\r\n if (this._fallbackTextureUsed) {\r\n return true;\r\n }\r\n\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n const defines = this._getDefines();\r\n if (this._drawWrapper.effect && defines === this._cachedDefines && this._drawWrapper.effect.isReady()) {\r\n return true;\r\n }\r\n\r\n const shaders = {\r\n vertex: \"procedural\",\r\n fragmentElement: this._fragment.fragmentElement,\r\n fragmentSource: this._fragment.fragmentSource,\r\n fragment: typeof this._fragment === \"string\" ? this._fragment : undefined,\r\n };\r\n\r\n if (this._cachedDefines !== defines) {\r\n this._cachedDefines = defines;\r\n\r\n this._drawWrapper.effect = engine.createEffect(\r\n shaders,\r\n [VertexBuffer.PositionKind],\r\n this._uniforms,\r\n this._samplers,\r\n defines,\r\n undefined,\r\n undefined,\r\n () => {\r\n this._rtWrapper?.dispose();\r\n this._rtWrapper = this._texture = null;\r\n\r\n if (this._fallbackTexture) {\r\n this._texture = this._fallbackTexture._texture;\r\n\r\n if (this._texture) {\r\n this._texture.incrementReferences();\r\n }\r\n }\r\n\r\n this._fallbackTextureUsed = true;\r\n },\r\n undefined,\r\n this._shaderLanguage,\r\n async () => {\r\n if (this._options.extraInitializationsAsync) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../../ShadersWGSL/procedural.vertex\"), this._options.extraInitializationsAsync()]);\r\n } else {\r\n await Promise.all([import(\"../../../Shaders/procedural.vertex\"), this._options.extraInitializationsAsync()]);\r\n }\r\n } else {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../../ShadersWGSL/procedural.vertex\");\r\n } else {\r\n await import(\"../../../Shaders/procedural.vertex\");\r\n }\r\n }\r\n }\r\n );\r\n }\r\n\r\n return this._drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the texture and start bak from scratch.\r\n * Could be useful to regenerate the texture if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Set the fragment shader to use in order to render the texture.\r\n * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.\r\n */\r\n public setFragment(fragment: any) {\r\n this._fragment = fragment;\r\n }\r\n\r\n /**\r\n * Define the refresh rate of the texture or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n @serialize()\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /** @internal */\r\n public _shouldRender(): boolean {\r\n if (!this.isEnabled || !this.isReady() || !this._texture) {\r\n if (this._texture) {\r\n this._texture.isReady = false;\r\n }\r\n return false;\r\n }\r\n\r\n if (this._fallbackTextureUsed) {\r\n return false;\r\n }\r\n\r\n if (this._currentRefreshId === -1) {\r\n // At least render once\r\n this._currentRefreshId = 1;\r\n this._frameId++;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n this._frameId++;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the size the texture is rendering at.\r\n * @returns the size (on cube texture it is always squared)\r\n */\r\n public getRenderSize(): TextureSize {\r\n return this._size;\r\n }\r\n\r\n /**\r\n * Resize the texture to new value.\r\n * @param size Define the new size the texture should have\r\n * @param generateMipMaps Define whether the new texture should create mip maps\r\n */\r\n public resize(size: TextureSize, generateMipMaps: boolean): void {\r\n if (this._fallbackTextureUsed || !this._rtWrapper || !this._texture) {\r\n return;\r\n }\r\n\r\n const isCube = this._texture.isCube;\r\n this._rtWrapper.dispose();\r\n\r\n const rtWrapper = this._createRtWrapper(isCube, size, generateMipMaps, this._textureType);\r\n this._texture = rtWrapper.texture;\r\n\r\n // Update properties\r\n this._size = size;\r\n this._generateMipMaps = generateMipMaps;\r\n }\r\n\r\n private _checkUniform(uniformName: string): void {\r\n if (this._uniforms.indexOf(uniformName) === -1) {\r\n this._uniforms.push(uniformName);\r\n }\r\n }\r\n\r\n /**\r\n * Set a texture in the shader program used to render.\r\n * @param name Define the name of the uniform samplers as defined in the shader\r\n * @param texture Define the texture to bind to this sampler\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setTexture(name: string, texture: ThinTexture): ProceduralTexture {\r\n if (this._samplers.indexOf(name) === -1) {\r\n this._samplers.push(name);\r\n }\r\n this._textures[name] = texture;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a float in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloat(name: string, value: number): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._floats[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a int in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setInt(name: string, value: number): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._ints[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set an array of floats in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloats(name: string, value: number[]): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._floatsArrays[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Color3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor3(name: string, value: Color3): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._colors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Color4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor4(name: string, value: Color4): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._colors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec2 in the shader from a Vector2.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector2(name: string, value: Vector2): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors2[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Vector3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector3(name: string, value: Vector3): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Vector4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector4(name: string, value: Vector4): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a mat4 in the shader from a MAtrix.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setMatrix(name: string, value: Matrix): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._matrices[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Render the texture to its associated render target.\r\n * @param useCameraPostProcess Define if camera post process should be applied to the texture\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public render(useCameraPostProcess?: boolean): void {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n const engine = this._fullEngine;\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n this.onBeforeGenerationObservable.notifyObservers(this);\r\n engine.setState(false);\r\n\r\n if (!this.nodeMaterialSource) {\r\n // Texture\r\n for (const name in this._textures) {\r\n this._drawWrapper.effect!.setTexture(name, this._textures[name]);\r\n }\r\n\r\n // Float\r\n for (const name in this._ints) {\r\n this._drawWrapper.effect!.setInt(name, this._ints[name]);\r\n }\r\n\r\n // Float\r\n for (const name in this._floats) {\r\n this._drawWrapper.effect!.setFloat(name, this._floats[name]);\r\n }\r\n\r\n // Floats\r\n for (const name in this._floatsArrays) {\r\n this._drawWrapper.effect!.setArray(name, this._floatsArrays[name]);\r\n }\r\n\r\n // Color3\r\n for (const name in this._colors3) {\r\n this._drawWrapper.effect!.setColor3(name, this._colors3[name]);\r\n }\r\n\r\n // Color4\r\n for (const name in this._colors4) {\r\n const color = this._colors4[name];\r\n this._drawWrapper.effect!.setFloat4(name, color.r, color.g, color.b, color.a);\r\n }\r\n\r\n // Vector2\r\n for (const name in this._vectors2) {\r\n this._drawWrapper.effect!.setVector2(name, this._vectors2[name]);\r\n }\r\n\r\n // Vector3\r\n for (const name in this._vectors3) {\r\n this._drawWrapper.effect!.setVector3(name, this._vectors3[name]);\r\n }\r\n\r\n // Vector4\r\n for (const name in this._vectors4) {\r\n this._drawWrapper.effect!.setVector4(name, this._vectors4[name]);\r\n }\r\n\r\n // Matrix\r\n for (const name in this._matrices) {\r\n this._drawWrapper.effect!.setMatrix(name, this._matrices[name]);\r\n }\r\n }\r\n\r\n if (!this._texture || !this._rtWrapper) {\r\n return;\r\n }\r\n\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPushGroup?.(`procedural texture generation for ${this.name}`);\r\n }\r\n\r\n const viewPort = engine.currentViewport;\r\n if (this.isCube) {\r\n for (let face = 0; face < 6; face++) {\r\n engine.bindFramebuffer(this._rtWrapper, face, undefined, undefined, true);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._drawWrapper.effect!);\r\n\r\n this._drawWrapper.effect!.setFloat(\"face\", face);\r\n\r\n // Clear\r\n if (this.autoClear) {\r\n engine.clear(scene.clearColor, true, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n // Unbind and restore viewport\r\n engine.unBindFramebuffer(this._rtWrapper, true);\r\n }\r\n } else {\r\n let numLayers = 1;\r\n if (this._rtWrapper.is3D) {\r\n numLayers = this._rtWrapper.depth;\r\n } else if (this._rtWrapper.is2DArray) {\r\n numLayers = this._rtWrapper.layers;\r\n }\r\n for (let layer = 0; layer < numLayers; layer++) {\r\n engine.bindFramebuffer(this._rtWrapper, 0, undefined, undefined, true, 0, layer);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._drawWrapper.effect!);\r\n\r\n if (this._rtWrapper.is3D || this._rtWrapper.is2DArray) {\r\n this._drawWrapper.effect?.setFloat(\"layer\", numLayers !== 1 ? layer / (numLayers - 1) : 0);\r\n this._drawWrapper.effect?.setInt(\"layerNum\", layer);\r\n for (const name in this._textures) {\r\n this._drawWrapper.effect!.setTexture(name, this._textures[name]);\r\n }\r\n }\r\n\r\n // Clear\r\n if (this.autoClear) {\r\n engine.clear(scene.clearColor, true, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n // Unbind and restore viewport\r\n engine.unBindFramebuffer(this._rtWrapper, !this._generateMipMaps);\r\n }\r\n }\r\n\r\n if (viewPort) {\r\n engine.setViewport(viewPort);\r\n }\r\n\r\n // Mipmaps\r\n if (this.isCube) {\r\n engine.generateMipMapsForCubemap(this._texture, true);\r\n }\r\n\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPopGroup?.();\r\n }\r\n\r\n if (this.onGenerated) {\r\n this.onGenerated();\r\n }\r\n\r\n this.onGeneratedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Clone the texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): ProceduralTexture {\r\n const textureSize = this.getSize();\r\n const newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, <Scene>this.getScene(), this._fallbackTexture, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // RenderTarget Texture\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose(): void {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n const index = scene.proceduralTextures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n scene.proceduralTextures.splice(index, 1);\r\n }\r\n\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer && this._fullEngine._releaseBuffer(this._indexBuffer)) {\r\n this._indexBuffer = null;\r\n }\r\n\r\n this.onGeneratedObservable.clear();\r\n this.onBeforeGenerationObservable.clear();\r\n\r\n super.dispose();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ProceduralTexture\", ProceduralTexture);\r\n"]}
1
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{ serialize } from \"../../../Misc/decorators\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport { type Nullable } from \"../../../types\";\r\nimport { type Scene } from \"../../../scene\";\r\nimport { type Matrix, type Vector4, type Vector3, type Vector2 } from \"../../../Maths/math.vector\";\r\nimport { type Color4, type Color3 } from \"../../../Maths/math.color\";\r\nimport { type AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport { VertexBuffer } from \"../../../Buffers/buffer\";\r\nimport { SceneComponentConstants } from \"../../../sceneComponent\";\r\n\r\nimport { Material } from \"../../../Materials/material\";\r\nimport { type Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { type RenderTargetTextureOptions, RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { ProceduralTextureSceneComponent } from \"./proceduralTextureSceneComponent\";\r\n\r\nimport { type DataBuffer } from \"../../../Buffers/dataBuffer\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { type NodeMaterial } from \"../../Node/nodeMaterial\";\r\nimport { type TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { DrawWrapper } from \"../../drawWrapper\";\r\nimport { type RenderTargetWrapper } from \"../../../Engines/renderTargetWrapper\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\n\r\n/**\r\n * Options to create a procedural texture\r\n */\r\nexport interface IProceduralTextureCreationOptions extends RenderTargetTextureOptions {\r\n /**\r\n * Defines a fallback texture in case there were issues to create the custom texture\r\n */\r\n fallbackTexture?: Nullable<Texture>;\r\n /**\r\n * The shader language of the shader. (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n /**\r\n * Additional async code to run before preparing the effect\r\n */\r\n extraInitializationsAsync?: () => Promise<void>;\r\n /**\r\n * When true the texture will not be pushed onto scene.proceduralTextures and will\r\n * therefore never be rendered automatically by the scene render loop. Use this for\r\n * one-shot or manually-driven textures that manage their own render lifecycle.\r\n */\r\n skipSceneRegistration?: boolean;\r\n}\r\n\r\n/**\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.\r\n * This is the base class of any Procedural texture and contains most of the shareable code.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures\r\n */\r\nexport class ProceduralTexture extends Texture {\r\n /**\r\n * Define if the texture is enabled or not (disabled texture will not render)\r\n */\r\n @serialize()\r\n public isEnabled = true;\r\n\r\n /**\r\n * Define if the texture must be cleared before rendering (default is true)\r\n */\r\n @serialize()\r\n public autoClear = true;\r\n\r\n /**\r\n * Callback called when the texture is generated\r\n */\r\n public onGenerated: () => void;\r\n\r\n /**\r\n * Event raised when the texture is generated\r\n */\r\n public onGeneratedObservable = new Observable<ProceduralTexture>();\r\n\r\n /**\r\n * Event raised before the texture is generated\r\n */\r\n public onBeforeGenerationObservable = new Observable<ProceduralTexture>();\r\n\r\n /**\r\n * Gets or sets the node material used to create this texture (null if the texture was manually created)\r\n */\r\n public nodeMaterialSource: Nullable<NodeMaterial> = null;\r\n\r\n /**\r\n * Define the list of custom preprocessor defines used in the shader\r\n */\r\n public defines: string = \"\";\r\n\r\n /** @internal */\r\n @serialize()\r\n public _generateMipMaps: boolean;\r\n\r\n private _drawWrapper: DrawWrapper;\r\n\r\n /** @internal */\r\n public _textures: { [key: string]: ThinTexture } = {};\r\n\r\n /** @internal */\r\n protected _fallbackTexture: Nullable<Texture>;\r\n\r\n /** @internal */\r\n private _shaderLanguage: ShaderLanguage;\r\n\r\n /**\r\n * Gets the shader language type used to generate vertex and fragment source code.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n @serialize()\r\n private _size: TextureSize;\r\n private _textureType: number;\r\n private _currentRefreshId = -1;\r\n private _frameId = -1;\r\n private _refreshRate = 1;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _uniforms = new Array<string>();\r\n private _samplers = new Array<string>();\r\n private _fragment: any;\r\n\r\n private _floats: { [key: string]: number } = {};\r\n private _ints: { [key: string]: number } = {};\r\n private _floatsArrays: { [key: string]: number[] } = {};\r\n private _colors3: { [key: string]: Color3 } = {};\r\n private _colors4: { [key: string]: Color4 } = {};\r\n private _vectors2: { [key: string]: Vector2 } = {};\r\n private _vectors3: { [key: string]: Vector3 } = {};\r\n private _vectors4: { [key: string]: Vector4 } = {};\r\n private _matrices: { [key: string]: Matrix } = {};\r\n\r\n private _fallbackTextureUsed = false;\r\n private _fullEngine: AbstractEngine;\r\n\r\n private _cachedDefines: Nullable<string> = null;\r\n\r\n private _contentUpdateId = -1;\r\n private _contentData: Nullable<Promise<ArrayBufferView>>;\r\n\r\n private _rtWrapper: Nullable<RenderTargetWrapper> = null;\r\n private _options: IProceduralTextureCreationOptions;\r\n\r\n /**\r\n * Instantiates a new procedural texture.\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.\r\n * This is the base class of any Procedural texture and contains most of the shareable code.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the texture to create\r\n * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later:\r\n * * object: \\{ fragmentElement: \"fragmentShaderCode\" \\}, used with shader code in script tags\r\n * * object: \\{ fragmentSource: \"fragment shader code string\" \\}, the string contains the shader code\r\n * * string: the string contains a name \"XXX\" to lookup in Effect.ShadersStore[\"XXXFragmentShader\"]\r\n * @param scene Define the scene the texture belongs to\r\n * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture\r\n * @param generateMipMaps Define if the texture should creates mip maps or not\r\n * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)\r\n * @param textureType The FBO internal texture type\r\n */\r\n constructor(\r\n name: string,\r\n size: TextureSize,\r\n fragment: any,\r\n scene: Nullable<Scene>,\r\n fallbackTexture: Nullable<Texture> | IProceduralTextureCreationOptions = null,\r\n generateMipMaps = true,\r\n isCube = false,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n ) {\r\n super(null, scene, !generateMipMaps);\r\n\r\n if (fallbackTexture !== null && !(fallbackTexture instanceof Texture)) {\r\n this._options = fallbackTexture;\r\n this._fallbackTexture = fallbackTexture.fallbackTexture ?? null;\r\n } else {\r\n this._options = {};\r\n this._fallbackTexture = fallbackTexture;\r\n }\r\n\r\n this._shaderLanguage = this._options.shaderLanguage ?? ShaderLanguage.GLSL;\r\n\r\n scene = this.getScene() || EngineStore.LastCreatedScene!;\r\n let component = scene._getComponent(SceneComponentConstants.NAME_PROCEDURALTEXTURE);\r\n if (!component) {\r\n component = new ProceduralTextureSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n if (!this._options.skipSceneRegistration) {\r\n scene.proceduralTextures.push(this);\r\n }\r\n\r\n this._fullEngine = scene.getEngine();\r\n\r\n this.name = name;\r\n this.isRenderTarget = true;\r\n this._size = size;\r\n this._textureType = textureType;\r\n this._generateMipMaps = generateMipMaps;\r\n this._drawWrapper = new DrawWrapper(this._fullEngine);\r\n\r\n this.setFragment(fragment);\r\n\r\n const rtWrapper = this._createRtWrapper(isCube, size, generateMipMaps, textureType);\r\n this._texture = rtWrapper.texture;\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._fullEngine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createRtWrapper(isCube: boolean, size: TextureSize, generateMipMaps: boolean, textureType: number) {\r\n if (isCube) {\r\n this._rtWrapper = this._fullEngine.createRenderTargetCubeTexture(size as number, {\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n type: textureType,\r\n ...this._options,\r\n });\r\n this.setFloat(\"face\", 0);\r\n } else {\r\n this._rtWrapper = this._fullEngine.createRenderTargetTexture(size, {\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n type: textureType,\r\n ...this._options,\r\n });\r\n if (this._rtWrapper.is3D) {\r\n this.setFloat(\"layer\", 0);\r\n this.setInt(\"layerNum\", 0);\r\n }\r\n }\r\n return this._rtWrapper;\r\n }\r\n\r\n /**\r\n * The effect that is created when initializing the post process.\r\n * @returns The created effect corresponding the postprocess.\r\n */\r\n public getEffect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _setEffect(effect: Effect) {\r\n this._drawWrapper.effect = effect;\r\n }\r\n\r\n /**\r\n * Gets texture content (Use this function wisely as reading from a texture can be slow)\r\n * @returns an ArrayBufferView promise (Uint8Array or Float32Array)\r\n */\r\n public getContent(): Nullable<Promise<ArrayBufferView>> {\r\n if (this._contentData && this._frameId === this._contentUpdateId) {\r\n return this._contentData;\r\n }\r\n\r\n if (this._contentData) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._contentData.then((buffer) => {\r\n this._contentData = this.readPixels(0, 0, buffer);\r\n this._contentUpdateId = this._frameId;\r\n });\r\n } else {\r\n this._contentData = this.readPixels(0, 0);\r\n this._contentUpdateId = this._frameId;\r\n }\r\n\r\n return this._contentData;\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._fullEngine;\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public override _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n\r\n if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the texture in order to recreate its associated resources.\r\n * This can be called in case of context loss or if you change the shader code and need to regenerate the texture with the new code\r\n */\r\n public reset(): void {\r\n this._drawWrapper.effect?.dispose();\r\n this._drawWrapper.effect = null;\r\n this._cachedDefines = null;\r\n }\r\n\r\n protected _getDefines(): string {\r\n return this.defines;\r\n }\r\n\r\n /**\r\n * Executes a function when the texture will be ready to be drawn.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenReady(func: (texture: ProceduralTexture) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n const effect = this.getEffect();\r\n if (effect) {\r\n effect.executeWhenCompiled(() => {\r\n func(this);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Is the texture ready to be used ? (rendered at least once)\r\n * @returns true if ready, otherwise, false.\r\n */\r\n public override isReady(): boolean {\r\n const engine = this._fullEngine;\r\n\r\n if (this.nodeMaterialSource) {\r\n return this._drawWrapper.effect!.isReady();\r\n }\r\n\r\n if (!this._fragment) {\r\n return false;\r\n }\r\n\r\n if (this._fallbackTextureUsed) {\r\n return true;\r\n }\r\n\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n const defines = this._getDefines();\r\n if (this._drawWrapper.effect && defines === this._cachedDefines && this._drawWrapper.effect.isReady()) {\r\n return true;\r\n }\r\n\r\n const shaders = {\r\n vertex: \"procedural\",\r\n fragmentElement: this._fragment.fragmentElement,\r\n fragmentSource: this._fragment.fragmentSource,\r\n fragment: typeof this._fragment === \"string\" ? this._fragment : undefined,\r\n };\r\n\r\n if (this._cachedDefines !== defines) {\r\n this._cachedDefines = defines;\r\n\r\n this._drawWrapper.effect = engine.createEffect(\r\n shaders,\r\n [VertexBuffer.PositionKind],\r\n this._uniforms,\r\n this._samplers,\r\n defines,\r\n undefined,\r\n undefined,\r\n () => {\r\n this._rtWrapper?.dispose();\r\n this._rtWrapper = this._texture = null;\r\n\r\n if (this._fallbackTexture) {\r\n this._texture = this._fallbackTexture._texture;\r\n\r\n if (this._texture) {\r\n this._texture.incrementReferences();\r\n }\r\n }\r\n\r\n this._fallbackTextureUsed = true;\r\n },\r\n undefined,\r\n this._shaderLanguage,\r\n async () => {\r\n if (this._options.extraInitializationsAsync) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../../ShadersWGSL/procedural.vertex\"), this._options.extraInitializationsAsync()]);\r\n } else {\r\n await Promise.all([import(\"../../../Shaders/procedural.vertex\"), this._options.extraInitializationsAsync()]);\r\n }\r\n } else {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../../ShadersWGSL/procedural.vertex\");\r\n } else {\r\n await import(\"../../../Shaders/procedural.vertex\");\r\n }\r\n }\r\n }\r\n );\r\n }\r\n\r\n return this._drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the texture and start bak from scratch.\r\n * Could be useful to regenerate the texture if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Set the fragment shader to use in order to render the texture.\r\n * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.\r\n */\r\n public setFragment(fragment: any) {\r\n this._fragment = fragment;\r\n }\r\n\r\n /**\r\n * Define the refresh rate of the texture or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n @serialize()\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /** @internal */\r\n public _shouldRender(): boolean {\r\n if (!this.isEnabled || !this.isReady() || !this._texture) {\r\n if (this._texture) {\r\n this._texture.isReady = false;\r\n }\r\n return false;\r\n }\r\n\r\n if (this._fallbackTextureUsed) {\r\n return false;\r\n }\r\n\r\n if (this._currentRefreshId === -1) {\r\n // At least render once\r\n this._currentRefreshId = 1;\r\n this._frameId++;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n this._frameId++;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the size the texture is rendering at.\r\n * @returns the size (on cube texture it is always squared)\r\n */\r\n public getRenderSize(): TextureSize {\r\n return this._size;\r\n }\r\n\r\n /**\r\n * Resize the texture to new value.\r\n * @param size Define the new size the texture should have\r\n * @param generateMipMaps Define whether the new texture should create mip maps\r\n */\r\n public resize(size: TextureSize, generateMipMaps: boolean): void {\r\n if (this._fallbackTextureUsed || !this._rtWrapper || !this._texture) {\r\n return;\r\n }\r\n\r\n const isCube = this._texture.isCube;\r\n this._rtWrapper.dispose();\r\n\r\n const rtWrapper = this._createRtWrapper(isCube, size, generateMipMaps, this._textureType);\r\n this._texture = rtWrapper.texture;\r\n\r\n // Update properties\r\n this._size = size;\r\n this._generateMipMaps = generateMipMaps;\r\n }\r\n\r\n private _checkUniform(uniformName: string): void {\r\n if (this._uniforms.indexOf(uniformName) === -1) {\r\n this._uniforms.push(uniformName);\r\n }\r\n }\r\n\r\n /**\r\n * Set a texture in the shader program used to render.\r\n * @param name Define the name of the uniform samplers as defined in the shader\r\n * @param texture Define the texture to bind to this sampler\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setTexture(name: string, texture: ThinTexture): ProceduralTexture {\r\n if (this._samplers.indexOf(name) === -1) {\r\n this._samplers.push(name);\r\n }\r\n this._textures[name] = texture;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a float in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloat(name: string, value: number): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._floats[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a int in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setInt(name: string, value: number): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._ints[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set an array of floats in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloats(name: string, value: number[]): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._floatsArrays[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Color3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor3(name: string, value: Color3): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._colors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Color4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor4(name: string, value: Color4): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._colors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec2 in the shader from a Vector2.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector2(name: string, value: Vector2): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors2[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Vector3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector3(name: string, value: Vector3): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Vector4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector4(name: string, value: Vector4): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a mat4 in the shader from a MAtrix.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setMatrix(name: string, value: Matrix): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._matrices[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Render the texture to its associated render target.\r\n * @param useCameraPostProcess Define if camera post process should be applied to the texture\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public render(useCameraPostProcess?: boolean): void {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n const engine = this._fullEngine;\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n this.onBeforeGenerationObservable.notifyObservers(this);\r\n engine.setState(false);\r\n\r\n if (!this.nodeMaterialSource) {\r\n // Texture\r\n for (const name in this._textures) {\r\n this._drawWrapper.effect!.setTexture(name, this._textures[name]);\r\n }\r\n\r\n // Float\r\n for (const name in this._ints) {\r\n this._drawWrapper.effect!.setInt(name, this._ints[name]);\r\n }\r\n\r\n // Float\r\n for (const name in this._floats) {\r\n this._drawWrapper.effect!.setFloat(name, this._floats[name]);\r\n }\r\n\r\n // Floats\r\n for (const name in this._floatsArrays) {\r\n this._drawWrapper.effect!.setArray(name, this._floatsArrays[name]);\r\n }\r\n\r\n // Color3\r\n for (const name in this._colors3) {\r\n this._drawWrapper.effect!.setColor3(name, this._colors3[name]);\r\n }\r\n\r\n // Color4\r\n for (const name in this._colors4) {\r\n const color = this._colors4[name];\r\n this._drawWrapper.effect!.setFloat4(name, color.r, color.g, color.b, color.a);\r\n }\r\n\r\n // Vector2\r\n for (const name in this._vectors2) {\r\n this._drawWrapper.effect!.setVector2(name, this._vectors2[name]);\r\n }\r\n\r\n // Vector3\r\n for (const name in this._vectors3) {\r\n this._drawWrapper.effect!.setVector3(name, this._vectors3[name]);\r\n }\r\n\r\n // Vector4\r\n for (const name in this._vectors4) {\r\n this._drawWrapper.effect!.setVector4(name, this._vectors4[name]);\r\n }\r\n\r\n // Matrix\r\n for (const name in this._matrices) {\r\n this._drawWrapper.effect!.setMatrix(name, this._matrices[name]);\r\n }\r\n }\r\n\r\n if (!this._texture || !this._rtWrapper) {\r\n return;\r\n }\r\n\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPushGroup?.(`procedural texture generation for ${this.name}`);\r\n }\r\n\r\n const viewPort = engine.currentViewport;\r\n if (this.isCube) {\r\n for (let face = 0; face < 6; face++) {\r\n engine.bindFramebuffer(this._rtWrapper, face, undefined, undefined, true);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._drawWrapper.effect!);\r\n\r\n this._drawWrapper.effect!.setFloat(\"face\", face);\r\n\r\n // Clear\r\n if (this.autoClear) {\r\n engine.clear(scene.clearColor, true, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n // Unbind and restore viewport\r\n engine.unBindFramebuffer(this._rtWrapper, true);\r\n }\r\n } else {\r\n let numLayers = 1;\r\n if (this._rtWrapper.is3D) {\r\n numLayers = this._rtWrapper.depth;\r\n } else if (this._rtWrapper.is2DArray) {\r\n numLayers = this._rtWrapper.layers;\r\n }\r\n for (let layer = 0; layer < numLayers; layer++) {\r\n engine.bindFramebuffer(this._rtWrapper, 0, undefined, undefined, true, 0, layer);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._drawWrapper.effect!);\r\n\r\n if (this._rtWrapper.is3D || this._rtWrapper.is2DArray) {\r\n this._drawWrapper.effect?.setFloat(\"layer\", numLayers !== 1 ? layer / (numLayers - 1) : 0);\r\n this._drawWrapper.effect?.setInt(\"layerNum\", layer);\r\n for (const name in this._textures) {\r\n this._drawWrapper.effect!.setTexture(name, this._textures[name]);\r\n }\r\n }\r\n\r\n // Clear\r\n if (this.autoClear) {\r\n engine.clear(scene.clearColor, true, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n // Unbind and restore viewport\r\n engine.unBindFramebuffer(this._rtWrapper, !this._generateMipMaps);\r\n }\r\n }\r\n\r\n if (viewPort) {\r\n engine.setViewport(viewPort);\r\n }\r\n\r\n // Mipmaps\r\n if (this.isCube) {\r\n engine.generateMipMapsForCubemap(this._texture, true);\r\n }\r\n\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPopGroup?.();\r\n }\r\n\r\n if (this.onGenerated) {\r\n this.onGenerated();\r\n }\r\n\r\n this.onGeneratedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Clone the texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): ProceduralTexture {\r\n const textureSize = this.getSize();\r\n const newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, <Scene>this.getScene(), this._fallbackTexture, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // RenderTarget Texture\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose(): void {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n const index = scene.proceduralTextures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n scene.proceduralTextures.splice(index, 1);\r\n }\r\n\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer && this._fullEngine._releaseBuffer(this._indexBuffer)) {\r\n this._indexBuffer = null;\r\n }\r\n\r\n this.onGeneratedObservable.clear();\r\n this.onBeforeGenerationObservable.clear();\r\n\r\n super.dispose();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ProceduralTexture\", ProceduralTexture);\r\n"]}
@@ -25,6 +25,7 @@ export * from "./renderTargetTexture.js";
25
25
  export * from "./reflectionProbeTexture.js";
26
26
  export * from "./textureMerger.js";
27
27
  export * from "./textureSampler.js";
28
+ export * from "./textureProcessor.js";
28
29
  export * from "./texture.js";
29
30
  export * from "./thinTexture.js";
30
31
  export * from "./thinRenderTargetTexture.js";
@@ -27,6 +27,7 @@ export * from "./renderTargetTexture.js";
27
27
  export * from "./reflectionProbeTexture.js";
28
28
  export * from "./textureMerger.js";
29
29
  export * from "./textureSampler.js";
30
+ export * from "./textureProcessor.js";
30
31
  export * from "./texture.js";
31
32
  export * from "./thinTexture.js";
32
33
  export * from "./thinRenderTargetTexture.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/index.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,cAAc,eAAe,CAAC;AAC9B,yCAAyC;AACzC,cAAc,0BAA0B,CAAC;AACzC,cAAc,uBAAuB,CAAC;AACtC,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mBAAmB,CAAC;AAClC,cAAc,0BAA0B,CAAC;AACzC,cAAc,kBAAkB,CAAC;AACjC,cAAc,kBAAkB,CAAC;AACjC,cAAc,kBAAkB,CAAC;AACjC,cAAc,sBAAsB,CAAC;AACrC,cAAc,mBAAmB,CAAC;AAClC,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,uBAAuB,CAAC;AACtC,cAAc,0BAA0B,CAAC;AACzC,cAAc,iBAAiB,CAAC;AAChC,cAAc,kBAAkB,CAAC;AACjC,cAAc,WAAW,CAAC;AAC1B,cAAc,eAAe,CAAC;AAC9B,cAAc,2BAA2B,CAAC;AAC1C,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,0BAA0B,CAAC;AAEzC,kCAAkC;AAClC,cAAc,qCAAqC,CAAC;AACpD,cAAc,iCAAiC,CAAC;AAEhD,gBAAgB;AAChB,cAAc,mCAAmC,CAAC;AAClD,cAAc,qCAAqC,CAAC;AACpD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,iDAAiD,CAAC;AAChE,cAAc,mDAAmD,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nexport * from \"./baseTexture\";\r\n// eslint-disable-next-line import/export\r\nexport * from \"./baseTexture.polynomial\";\r\nexport * from \"./colorGradingTexture\";\r\nexport * from \"./cubeTexture\";\r\nexport * from \"./dynamicTexture\";\r\nexport * from \"./equiRectangularCubeTexture\";\r\nexport * from \"./externalTexture\";\r\nexport * from \"./Filtering/hdrFiltering\";\r\nexport * from \"./envCubeTexture\";\r\nexport * from \"./hdrCubeTexture\";\r\nexport * from \"./exrCubeTexture\";\r\nexport * from \"./htmlElementTexture\";\r\nexport * from \"./internalTexture\";\r\nexport * from \"./Loaders/index\";\r\nexport * from \"./mirrorTexture\";\r\nexport * from \"./multiRenderTarget\";\r\nexport * from \"./Packer/index\";\r\nexport * from \"./Procedurals/index\";\r\nexport * from \"./rawCubeTexture\";\r\nexport * from \"./rawTexture\";\r\nexport * from \"./rawTexture2DArray\";\r\nexport * from \"./rawTexture3D\";\r\nexport * from \"./refractionTexture\";\r\nexport * from \"./renderTargetTexture\";\r\nexport * from \"./reflectionProbeTexture\";\r\nexport * from \"./textureMerger\";\r\nexport * from \"./textureSampler\";\r\nexport * from \"./texture\";\r\nexport * from \"./thinTexture\";\r\nexport * from \"./thinRenderTargetTexture\";\r\nexport * from \"./videoTexture\";\r\nexport * from \"./ktx2decoderTypes\";\r\nexport * from \"./textureCreationOptions\";\r\n\r\n// Shaders for procedural textures\r\nexport * from \"../../ShadersWGSL/procedural.vertex\";\r\nexport * from \"../../Shaders/procedural.vertex\";\r\n\r\n// HDR filtering\r\nexport * from \"../../Shaders/hdrFiltering.vertex\";\r\nexport * from \"../../Shaders/hdrFiltering.fragment\";\r\nexport * from \"../../ShadersWGSL/hdrFiltering.vertex\";\r\nexport * from \"../../ShadersWGSL/hdrFiltering.fragment\";\r\nexport * from \"../../Shaders/hdrIrradianceFiltering.vertex\";\r\nexport * from \"../../Shaders/hdrIrradianceFiltering.fragment\";\r\nexport * from \"../../ShadersWGSL/hdrIrradianceFiltering.vertex\";\r\nexport * from \"../../ShadersWGSL/hdrIrradianceFiltering.fragment\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/index.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,cAAc,eAAe,CAAC;AAC9B,yCAAyC;AACzC,cAAc,0BAA0B,CAAC;AACzC,cAAc,uBAAuB,CAAC;AACtC,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mBAAmB,CAAC;AAClC,cAAc,0BAA0B,CAAC;AACzC,cAAc,kBAAkB,CAAC;AACjC,cAAc,kBAAkB,CAAC;AACjC,cAAc,kBAAkB,CAAC;AACjC,cAAc,sBAAsB,CAAC;AACrC,cAAc,mBAAmB,CAAC;AAClC,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,uBAAuB,CAAC;AACtC,cAAc,0BAA0B,CAAC;AACzC,cAAc,iBAAiB,CAAC;AAChC,cAAc,kBAAkB,CAAC;AACjC,cAAc,oBAAoB,CAAC;AACnC,cAAc,WAAW,CAAC;AAC1B,cAAc,eAAe,CAAC;AAC9B,cAAc,2BAA2B,CAAC;AAC1C,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,0BAA0B,CAAC;AAEzC,kCAAkC;AAClC,cAAc,qCAAqC,CAAC;AACpD,cAAc,iCAAiC,CAAC;AAEhD,gBAAgB;AAChB,cAAc,mCAAmC,CAAC;AAClD,cAAc,qCAAqC,CAAC;AACpD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,iDAAiD,CAAC;AAChE,cAAc,mDAAmD,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nexport * from \"./baseTexture\";\r\n// eslint-disable-next-line import/export\r\nexport * from \"./baseTexture.polynomial\";\r\nexport * from \"./colorGradingTexture\";\r\nexport * from \"./cubeTexture\";\r\nexport * from \"./dynamicTexture\";\r\nexport * from \"./equiRectangularCubeTexture\";\r\nexport * from \"./externalTexture\";\r\nexport * from \"./Filtering/hdrFiltering\";\r\nexport * from \"./envCubeTexture\";\r\nexport * from \"./hdrCubeTexture\";\r\nexport * from \"./exrCubeTexture\";\r\nexport * from \"./htmlElementTexture\";\r\nexport * from \"./internalTexture\";\r\nexport * from \"./Loaders/index\";\r\nexport * from \"./mirrorTexture\";\r\nexport * from \"./multiRenderTarget\";\r\nexport * from \"./Packer/index\";\r\nexport * from \"./Procedurals/index\";\r\nexport * from \"./rawCubeTexture\";\r\nexport * from \"./rawTexture\";\r\nexport * from \"./rawTexture2DArray\";\r\nexport * from \"./rawTexture3D\";\r\nexport * from \"./refractionTexture\";\r\nexport * from \"./renderTargetTexture\";\r\nexport * from \"./reflectionProbeTexture\";\r\nexport * from \"./textureMerger\";\r\nexport * from \"./textureSampler\";\r\nexport * from \"./textureProcessor\";\r\nexport * from \"./texture\";\r\nexport * from \"./thinTexture\";\r\nexport * from \"./thinRenderTargetTexture\";\r\nexport * from \"./videoTexture\";\r\nexport * from \"./ktx2decoderTypes\";\r\nexport * from \"./textureCreationOptions\";\r\n\r\n// Shaders for procedural textures\r\nexport * from \"../../ShadersWGSL/procedural.vertex\";\r\nexport * from \"../../Shaders/procedural.vertex\";\r\n\r\n// HDR filtering\r\nexport * from \"../../Shaders/hdrFiltering.vertex\";\r\nexport * from \"../../Shaders/hdrFiltering.fragment\";\r\nexport * from \"../../ShadersWGSL/hdrFiltering.vertex\";\r\nexport * from \"../../ShadersWGSL/hdrFiltering.fragment\";\r\nexport * from \"../../Shaders/hdrIrradianceFiltering.vertex\";\r\nexport * from \"../../Shaders/hdrIrradianceFiltering.fragment\";\r\nexport * from \"../../ShadersWGSL/hdrIrradianceFiltering.vertex\";\r\nexport * from \"../../ShadersWGSL/hdrIrradianceFiltering.fragment\";\r\n"]}
@@ -127,6 +127,7 @@ export async function MergeTexturesAsync(name, config, scene) {
127
127
  await Promise.all([import("../../Shaders/textureMerger.fragment.js")]);
128
128
  }
129
129
  },
130
+ skipSceneRegistration: true,
130
131
  };
131
132
  const proceduralTexture = new ProceduralTexture(name, outputSize, _ShaderName, scene, outputTextureOptions);
132
133
  proceduralTexture.refreshRate = -1; // Do not auto-refresh
@@ -1 +1 @@
1
- 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{ type Scene } from \"../../scene\";\nimport { type IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\nimport { ProceduralTexture } from \"./Procedurals/proceduralTexture\";\nimport { type BaseTexture } from \"./baseTexture\";\nimport { type TextureSize } from \"./textureCreationOptions\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport { Constants } from \"../../Engines/constants\";\nimport { type Texture } from \"./texture\";\n\n/**\n * Configuration for a texture input source\n */\nexport interface ITextureChannelInput {\n /** The texture to use as input */\n texture: BaseTexture;\n /** Source channel to read from (0=R, 1=G, 2=B, 3=A) */\n sourceChannel: number;\n}\n\n/**\n * Configuration for a constant value input source\n */\nexport interface IConstantChannelInput {\n /** Constant value between 0.0 and 1.0 */\n value: number;\n}\n\n/**\n * Union type for channel input sources\n */\nexport type ChannelInput = ITextureChannelInput | IConstantChannelInput;\n\n/**\n * Configuration for texture merging operation\n */\nexport interface ITextureMergeConfiguration {\n /** Configuration for red output channel */\n red: ChannelInput;\n /** Configuration for green output channel (optional, defaults to 0) */\n green?: ChannelInput;\n /** Configuration for blue output channel (optional, defaults to 0) */\n blue?: ChannelInput;\n /** Configuration for alpha output channel (optional, defaults to 1) */\n alpha?: ChannelInput;\n /** Output texture size. If not specified, uses the largest input texture size */\n outputSize?: TextureSize;\n /** Whether to generate mipmaps for the output texture */\n generateMipMaps?: boolean;\n}\n\nconst _ShaderName = \"textureMerger\";\n\n/**\n * @internal\n * Check if a channel input is a texture input\n * @param input The channel input to check\n * @returns True if the input is a texture input, false otherwise\n */\nfunction IsTextureInput(input: ChannelInput): input is ITextureChannelInput {\n return \"texture\" in input;\n}\n\n/**\n * @internal\n * Check if a channel input is a constant input\n * @param input The channel input to check\n * @returns True if the input is a constant input, false otherwise\n */\nfunction IsConstantInput(input: ChannelInput): input is IConstantChannelInput {\n return \"value\" in input;\n}\n\n/**\n * @internal\n * Copy texture transformation properties from one texture to another\n * @param source The source texture\n * @param destination The destination texture\n */\nfunction CopyTextureTransform(source: Texture, destination: Texture) {\n destination.uOffset = source.uOffset;\n destination.vOffset = source.vOffset;\n destination.uScale = source.uScale;\n destination.vScale = source.vScale;\n destination.uAng = source.uAng;\n destination.vAng = source.vAng;\n destination.wAng = source.wAng;\n destination.uRotationCenter = source.uRotationCenter;\n destination.vRotationCenter = source.vRotationCenter;\n}\n\n/**\n * @internal\n * Merge multiple texture channels into a single texture\n * @param name Name for the resulting texture\n * @param config Merge configuration\n * @param scene Scene to create the texture in\n * @returns The merged texture\n */\nexport async function MergeTexturesAsync(name: string, config: ITextureMergeConfiguration, scene: Scene): Promise<ProceduralTexture> {\n const channels = [config.red, config.green, config.blue, config.alpha];\n const textureInputs: BaseTexture[] = [];\n const textureInputMap: number[] = []; // Maps channel index to texture input index (-1 for constants)\n\n // Collect unique textures and validate inputs\n for (let channelIndex = 0; channelIndex < 4; channelIndex++) {\n const channel = channels[channelIndex];\n if (channel) {\n if (IsTextureInput(channel)) {\n // Validate source channel\n if (channel.sourceChannel < 0 || channel.sourceChannel > 3) {\n throw new Error(\"Source channel must be between 0 and 3 (R, G, B, A)\");\n }\n\n // Find or add texture to inputs\n let textureIndex = textureInputs.indexOf(channel.texture);\n if (textureIndex === -1) {\n textureIndex = textureInputs.length;\n textureInputs.push(channel.texture);\n }\n textureInputMap[channelIndex] = textureIndex;\n } else if (IsConstantInput(channel)) {\n // Validate constant value\n if (channel.value < 0 || channel.value > 1) {\n throw new Error(\"Constant value must be between 0.0 and 1.0\");\n }\n textureInputMap[channelIndex] = -1;\n } else {\n throw new Error(\"Invalid channel input configuration\");\n }\n } else {\n textureInputMap[channelIndex] = -1;\n }\n }\n\n // Determine output size\n let outputSize = config.outputSize;\n if (!outputSize && textureInputs.length > 0) {\n // Use the largest texture size\n let maxSize = 0;\n for (const texture of textureInputs) {\n const size = texture.getSize();\n const currentSize = Math.max(size.width, size.height);\n if (currentSize > maxSize) {\n maxSize = currentSize;\n outputSize = size.width === size.height ? maxSize : size;\n }\n }\n }\n outputSize = outputSize || 512; // Fallback size\n\n // Generate shader defines\n const defines: string[] = [];\n const usedTextures = new Set<number>();\n\n for (let channelIndex = 0; channelIndex < 4; channelIndex++) {\n const channel = channels[channelIndex];\n const channelName = [\"RED\", \"GREEN\", \"BLUE\", \"ALPHA\"][channelIndex];\n\n if (channel && IsTextureInput(channel)) {\n defines.push(`${channelName}_FROM_TEXTURE`);\n const textureIndex = textureInputMap[channelIndex];\n usedTextures.add(textureIndex);\n }\n }\n\n // Add texture defines for used textures\n usedTextures.forEach((textureIndex) => {\n defines.push(`USE_TEXTURE${textureIndex}`);\n });\n\n // Create the procedural texture\n const outputTextureOptions: IProceduralTextureCreationOptions = {\n type: Constants.TEXTURETYPE_HALF_FLOAT,\n format: Constants.TEXTUREFORMAT_RGBA,\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\n generateDepthBuffer: false,\n generateMipMaps: false,\n shaderLanguage: scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (scene.getEngine().isWebGPU) {\n await Promise.all([import(\"../../ShadersWGSL/textureMerger.fragment\")]);\n } else {\n await Promise.all([import(\"../../Shaders/textureMerger.fragment\")]);\n }\n },\n };\n const proceduralTexture = new ProceduralTexture(name, outputSize, _ShaderName, scene, outputTextureOptions);\n proceduralTexture.refreshRate = -1; // Do not auto-refresh\n\n // Set the defines\n proceduralTexture.defines = defines.length > 0 ? \"#define \" + defines.join(\"\\n#define \") + \"\\n\" : \"\";\n\n // Set up texture inputs\n for (let i = 0; i < textureInputs.length; i++) {\n CopyTextureTransform(textureInputs[i] as Texture, proceduralTexture);\n proceduralTexture.setTexture(`inputTexture${i}`, textureInputs[i]);\n }\n\n // Set up channel configuration\n for (let channelIndex = 0; channelIndex < 4; channelIndex++) {\n const channel = channels[channelIndex];\n const channelName = [\"red\", \"green\", \"blue\", \"alpha\"][channelIndex];\n\n if (channel && IsTextureInput(channel)) {\n const textureIndex = textureInputMap[channelIndex];\n proceduralTexture.setInt(`${channelName}TextureIndex`, textureIndex);\n proceduralTexture.setInt(`${channelName}SourceChannel`, channel.sourceChannel);\n } else {\n // Use constant value (either provided or default)\n let constantValue: number;\n if (channel && IsConstantInput(channel)) {\n constantValue = channel.value;\n } else {\n // Use default values: 0 for RGB, 1 for alpha\n constantValue = channelIndex === 3 ? 1.0 : 0.0;\n }\n proceduralTexture.setFloat(`${channelName}ConstantValue`, constantValue);\n }\n }\n\n return await new Promise<ProceduralTexture>((resolve, reject) => {\n // Compile and render\n proceduralTexture.executeWhenReady(() => {\n try {\n proceduralTexture.render();\n resolve(proceduralTexture);\n } catch (error) {\n reject(error instanceof Error ? error : new Error(String(error)));\n }\n });\n });\n}\n\n/**\n * @internal\n * Create a texture input configuration\n * @param texture The texture to read from\n * @param sourceChannel The channel to read (0=R, 1=G, 2=B, 3=A)\n * @returns Texture channel input configuration\n */\nexport function CreateTextureInput(texture: BaseTexture, sourceChannel: number): ITextureChannelInput {\n return { texture, sourceChannel };\n}\n\n/**\n * @internal\n * Create a constant value input configuration\n * @param value The constant value (0.0-1.0)\n * @returns Constant channel input configuration\n */\nexport function CreateConstantInput(value: number): IConstantChannelInput {\n return { value };\n}\n\n/**\n * @internal\n * Create a simple RGBA channel packing configuration\n * @param red Input for red channel\n * @param green Input for green channel (optional, defaults to 0)\n * @param blue Input for blue channel (optional, defaults to 0)\n * @param alpha Input for alpha channel (optional, defaults to 1)\n * @returns Texture merge configuration\n */\nexport function CreateRGBAConfiguration(red: ChannelInput, green?: ChannelInput, blue?: ChannelInput, alpha?: ChannelInput): ITextureMergeConfiguration {\n return { red, green, blue, alpha };\n}\n"]}
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ChannelInput = ITextureChannelInput | IConstantChannelInput;\n\n/**\n * Configuration for texture merging operation\n */\nexport interface ITextureMergeConfiguration {\n /** Configuration for red output channel */\n red: ChannelInput;\n /** Configuration for green output channel (optional, defaults to 0) */\n green?: ChannelInput;\n /** Configuration for blue output channel (optional, defaults to 0) */\n blue?: ChannelInput;\n /** Configuration for alpha output channel (optional, defaults to 1) */\n alpha?: ChannelInput;\n /** Output texture size. 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ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (scene.getEngine().isWebGPU) {\n await Promise.all([import(\"../../ShadersWGSL/textureMerger.fragment\")]);\n } else {\n await Promise.all([import(\"../../Shaders/textureMerger.fragment\")]);\n }\n },\n skipSceneRegistration: true,\n };\n const proceduralTexture = new ProceduralTexture(name, outputSize, _ShaderName, scene, outputTextureOptions);\n proceduralTexture.refreshRate = -1; // Do not auto-refresh\n\n // Set the defines\n proceduralTexture.defines = defines.length > 0 ? \"#define \" + defines.join(\"\\n#define \") + \"\\n\" : \"\";\n\n // Set up texture inputs\n for (let i = 0; i < textureInputs.length; i++) {\n CopyTextureTransform(textureInputs[i] as Texture, proceduralTexture);\n proceduralTexture.setTexture(`inputTexture${i}`, textureInputs[i]);\n }\n\n // Set up channel configuration\n for (let channelIndex = 0; channelIndex < 4; channelIndex++) {\n const channel = channels[channelIndex];\n const channelName = [\"red\", \"green\", \"blue\", \"alpha\"][channelIndex];\n\n if (channel && IsTextureInput(channel)) {\n const textureIndex = textureInputMap[channelIndex];\n proceduralTexture.setInt(`${channelName}TextureIndex`, textureIndex);\n proceduralTexture.setInt(`${channelName}SourceChannel`, channel.sourceChannel);\n } else {\n // Use constant value (either provided or default)\n let constantValue: number;\n if (channel && IsConstantInput(channel)) {\n constantValue = channel.value;\n } else {\n // Use default values: 0 for RGB, 1 for alpha\n constantValue = channelIndex === 3 ? 1.0 : 0.0;\n }\n proceduralTexture.setFloat(`${channelName}ConstantValue`, constantValue);\n }\n }\n\n return await new Promise<ProceduralTexture>((resolve, reject) => {\n // Compile and render\n proceduralTexture.executeWhenReady(() => {\n try {\n proceduralTexture.render();\n resolve(proceduralTexture);\n } catch (error) {\n reject(error instanceof Error ? error : new Error(String(error)));\n }\n });\n });\n}\n\n/**\n * @internal\n * Create a texture input configuration\n * @param texture The texture to read from\n * @param sourceChannel The channel to read (0=R, 1=G, 2=B, 3=A)\n * @returns Texture channel input configuration\n */\nexport function CreateTextureInput(texture: BaseTexture, sourceChannel: number): ITextureChannelInput {\n return { texture, sourceChannel };\n}\n\n/**\n * @internal\n * Create a constant value input configuration\n * @param value The constant value (0.0-1.0)\n * @returns Constant channel input configuration\n */\nexport function CreateConstantInput(value: number): IConstantChannelInput {\n return { value };\n}\n\n/**\n * @internal\n * Create a simple RGBA channel packing configuration\n * @param red Input for red channel\n * @param green Input for green channel (optional, defaults to 0)\n * @param blue Input for blue channel (optional, defaults to 0)\n * @param alpha Input for alpha channel (optional, defaults to 1)\n * @returns Texture merge configuration\n */\nexport function CreateRGBAConfiguration(red: ChannelInput, green?: ChannelInput, blue?: ChannelInput, alpha?: ChannelInput): ITextureMergeConfiguration {\n return { red, green, blue, alpha };\n}\n"]}