@onerjs/core 8.52.3 → 8.52.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/arcRotateCamera.pure.d.ts +6 -0
- package/Cameras/arcRotateCamera.pure.js +13 -0
- package/Cameras/arcRotateCamera.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.d.ts +3 -0
- package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js +16 -1
- package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js.map +1 -1
- package/FrameGraph/Tasks/Layers/selectionOutlineTask.d.ts +2 -1
- package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +5 -2
- package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -1
- package/Layers/selectionOutlineLayer.pure.d.ts +9 -2
- package/Layers/selectionOutlineLayer.pure.js +29 -6
- package/Layers/selectionOutlineLayer.pure.js.map +1 -1
- package/Layers/thinEffectLayer.d.ts +1 -0
- package/Layers/thinEffectLayer.js +7 -4
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.d.ts +17 -3
- package/Layers/thinSelectionOutlineLayer.js +82 -17
- package/Layers/thinSelectionOutlineLayer.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.pure.d.ts +13 -0
- package/Materials/PBR/openpbrMaterial.pure.js +17 -0
- package/Materials/PBR/openpbrMaterial.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.pure.d.ts +2 -1
- package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.pure.js +3 -2
- package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +32 -2
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +180 -22
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +12 -10
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +37 -13
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
- package/Meshes/abstractMesh.pure.d.ts +21 -2
- package/Meshes/abstractMesh.pure.js +55 -8
- package/Meshes/abstractMesh.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +12 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
- package/Rendering/geometryBufferRenderer.pure.js +8 -0
- package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
- package/Rendering/objectRenderer.js +4 -2
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/gaussianSplattingVoxel.vertex.js +1 -0
- package/Shaders/gaussianSplattingVoxel.vertex.js.map +1 -1
- package/Shaders/selectionOutline.fragment.js +16 -4
- package/Shaders/selectionOutline.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +2 -3
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingVoxel.vertex.js +1 -0
- package/ShadersWGSL/gaussianSplattingVoxel.vertex.js.map +1 -1
- package/ShadersWGSL/selectionOutline.fragment.js +14 -2
- package/ShadersWGSL/selectionOutline.fragment.js.map +1 -1
- package/package.json +1 -1
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@@ -1,7 +1,14 @@
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "selectionOutlinePixelShader";
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const shader = `var maskSamplerSampler: sampler;var maskSampler: texture_2d<f32>;
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const shader = `var maskSamplerSampler: sampler;var maskSampler: texture_2d<f32>;
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#ifdef OUTLINELAYER_DEPTH_OCCLUSION
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var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;
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#endif
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varying vUV: vec2f;uniform screenSize: vec2f;uniform outlineColor: vec3f;uniform outlineThickness: f32;
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#ifdef OUTLINELAYER_DEPTH_OCCLUSION
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uniform occlusionStrength: f32;uniform occlusionThreshold: f32;
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#endif
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#define CUSTOM_FRAGMENT_DEFINITIONS
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@fragment
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fn main(input: FragmentInputs)->FragmentOutputs {
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@@ -27,6 +34,9 @@ let gradientX: f32 =
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(maskTopLeft.r+2.0*maskTopCenter.r+maskTopRight.r);let edgeStrength: f32=length(vec2f(gradientX,gradientY));
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#endif
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let outlineMask: f32=step(0.5,edgeStrength);
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var finalOutlineMask: f32=outlineMask;
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#ifdef OUTLINELAYER_DEPTH_OCCLUSION
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if (outlineMask>0.0) {
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#if defined(OUTLINELAYER_SAMPLING_TRIDIRECTIONAL) || defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
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let depthTopCenter: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(0.0,sampleOffset.y),0.0).r;let depthTopRight: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+sampleOffset,0.0).r;let depthMiddleCenter: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV,0.0).r;let depthMiddleRight: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,0.0),0.0).r;
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#endif
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@@ -45,7 +55,9 @@ occlusionFactor=min(occlusionFactor,occlusionTopCenter);occlusionFactor=min(occl
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#elif defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)
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occlusionFactor=min(occlusionFactor,occlusionTopCenter);occlusionFactor=min(occlusionFactor,occlusionTopRight);occlusionFactor=min(occlusionFactor,occlusionTopLeft);occlusionFactor=min(occlusionFactor,occlusionMiddleRight);occlusionFactor=min(occlusionFactor,occlusionMiddleLeft);occlusionFactor=min(occlusionFactor,occlusionBottomRight);occlusionFactor=min(occlusionFactor,occlusionBottomCenter);occlusionFactor=min(occlusionFactor,occlusionBottomLeft);
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#endif
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finalOutlineMask*=1.0-uniforms.occlusionStrength*occlusionFactor;}
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#endif
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fragmentOutputs.color=vec4f(uniforms.outlineColor,finalOutlineMask);
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#define CUSTOM_FRAGMENT_MAIN_END
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}
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`;
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{"version":3,"file":"selectionOutline.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/selectionOutline.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG
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{"version":3,"file":"selectionOutline.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/selectionOutline.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Dd,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;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"selectionOutlinePixelShader\";\nconst shader = `var maskSamplerSampler: sampler;var maskSampler: texture_2d<f32>;\n#ifdef OUTLINELAYER_DEPTH_OCCLUSION\nvar depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;\n#endif\nvarying vUV: vec2f;uniform screenSize: vec2f;uniform outlineColor: vec3f;uniform outlineThickness: f32;\n#ifdef OUTLINELAYER_DEPTH_OCCLUSION\nuniform occlusionStrength: f32;uniform occlusionThreshold: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nlet texelSize: vec2f=1.0/uniforms.screenSize;let sampleOffset: vec2f=texelSize*uniforms.outlineThickness;\n#if defined(OUTLINELAYER_SAMPLING_TRIDIRECTIONAL) || defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)\nlet maskTopCenter: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(0.0,sampleOffset.y),0.0).rg;let maskTopRight: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+sampleOffset,0.0).rg;let maskMiddleCenter: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV,0.0).rg;let maskMiddleRight: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,0.0),0.0).rg;\n#endif\n#if defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)\nlet maskTopLeft: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,sampleOffset.y),0.0).rg;let maskMiddleLeft: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,0.0),0.0).rg;let maskBottomRight: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,-sampleOffset.y),0.0).rg;let maskBottomCenter: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(0.0,-sampleOffset.y),0.0).rg;let maskBottomLeft: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,-sampleOffset.y),0.0).rg;\n#endif\n#ifdef OUTLINELAYER_SAMPLING_TRIDIRECTIONAL\nlet gradient: vec3f=vec3f(\nmaskMiddleCenter.r-maskMiddleRight.r,\nmaskMiddleCenter.r-maskTopCenter.r,\nmaskMiddleCenter.r-maskTopRight.r\n);let edgeStrength: f32=length(gradient);\n#elif defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)\nlet gradientX: f32 =\n(maskTopLeft.r+2.0*maskMiddleLeft.r+maskBottomLeft.r) -\n(maskTopRight.r+2.0*maskMiddleRight.r+maskBottomRight.r);let gradientY: f32 =\n(maskBottomLeft.r+2.0*maskBottomCenter.r+maskBottomRight.r) -\n(maskTopLeft.r+2.0*maskTopCenter.r+maskTopRight.r);let edgeStrength: f32=length(vec2f(gradientX,gradientY));\n#endif\nlet outlineMask: f32=step(0.5,edgeStrength); \nvar finalOutlineMask: f32=outlineMask;\n#ifdef OUTLINELAYER_DEPTH_OCCLUSION\nif (outlineMask>0.0) {\n#if defined(OUTLINELAYER_SAMPLING_TRIDIRECTIONAL) || defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)\nlet depthTopCenter: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(0.0,sampleOffset.y),0.0).r;let depthTopRight: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+sampleOffset,0.0).r;let depthMiddleCenter: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV,0.0).r;let depthMiddleRight: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,0.0),0.0).r;\n#endif\n#if defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)\nlet depthTopLeft: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,sampleOffset.y),0.0).r;let depthMiddleLeft: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,0.0),0.0).r;let depthBottomRight: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,-sampleOffset.y),0.0).r;let depthBottomCenter: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(0.0,-sampleOffset.y),0.0).r;let depthBottomLeft: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,-sampleOffset.y),0.0).r;\n#endif\n#if defined(OUTLINELAYER_SAMPLING_TRIDIRECTIONAL) || defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)\nlet occlusionTopCenter: f32=step(uniforms.occlusionThreshold,abs(maskTopCenter.g-depthTopCenter));let occlusionTopRight: f32=step(uniforms.occlusionThreshold,abs(maskTopRight.g-depthTopRight));let occlusionMiddleCenter: f32=step(uniforms.occlusionThreshold,abs(maskMiddleCenter.g-depthMiddleCenter));let occlusionMiddleRight: f32=step(uniforms.occlusionThreshold,abs(maskMiddleRight.g-depthMiddleRight));\n#endif\n#if defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)\nlet occlusionTopLeft: f32=step(uniforms.occlusionThreshold,abs(maskTopLeft.g-depthTopLeft));let occlusionMiddleLeft: f32=step(uniforms.occlusionThreshold,abs(maskMiddleLeft.g-depthMiddleLeft));let occlusionBottomRight: f32=step(uniforms.occlusionThreshold,abs(maskBottomRight.g-depthBottomRight));let occlusionBottomCenter: f32=step(uniforms.occlusionThreshold,abs(maskBottomCenter.g-depthBottomCenter));let occlusionBottomLeft: f32=step(uniforms.occlusionThreshold,abs(maskBottomLeft.g-depthBottomLeft));\n#endif\nvar occlusionFactor: f32=occlusionMiddleCenter;\n#ifdef OUTLINELAYER_SAMPLING_TRIDIRECTIONAL\nocclusionFactor=min(occlusionFactor,occlusionTopCenter);occlusionFactor=min(occlusionFactor,occlusionTopRight);occlusionFactor=min(occlusionFactor,occlusionMiddleRight);\n#elif defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL)\nocclusionFactor=min(occlusionFactor,occlusionTopCenter);occlusionFactor=min(occlusionFactor,occlusionTopRight);occlusionFactor=min(occlusionFactor,occlusionTopLeft);occlusionFactor=min(occlusionFactor,occlusionMiddleRight);occlusionFactor=min(occlusionFactor,occlusionMiddleLeft);occlusionFactor=min(occlusionFactor,occlusionBottomRight);occlusionFactor=min(occlusionFactor,occlusionBottomCenter);occlusionFactor=min(occlusionFactor,occlusionBottomLeft);\n#endif\nfinalOutlineMask*=1.0-uniforms.occlusionStrength*occlusionFactor;}\n#endif\nfragmentOutputs.color=vec4f(uniforms.outlineColor,finalOutlineMask);\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const selectionOutlinePixelShaderWGSL = { name, shader };\n"]}
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