@onerjs/core 8.52.7 → 8.52.9

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.
Files changed (1060) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +8 -5
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Animations/animatable.core.d.ts +1 -1
  5. package/Animations/animatable.core.js +2 -2
  6. package/Animations/animatable.core.js.map +1 -1
  7. package/Animations/animationPropertiesOverride.js +1 -1
  8. package/Animations/animationPropertiesOverride.js.map +1 -1
  9. package/Animations/animatorAvatar.d.ts +2 -2
  10. package/Animations/animatorAvatar.js +3 -3
  11. package/Animations/animatorAvatar.js.map +1 -1
  12. package/Animations/pathCursor.d.ts +1 -1
  13. package/Animations/pathCursor.js +1 -1
  14. package/Animations/pathCursor.js.map +1 -1
  15. package/Animations/runtimeAnimation.d.ts +1 -1
  16. package/Animations/runtimeAnimation.js +2 -2
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Audio/analyser.js +1 -1
  19. package/Audio/analyser.js.map +1 -1
  20. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +1 -1
  21. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  22. package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.d.ts +2 -0
  23. package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.js.map +1 -1
  24. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.d.ts +13 -3
  25. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js +16 -0
  26. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js.map +1 -1
  27. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +1 -1
  28. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -1
  29. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  30. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +1 -1
  31. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +1 -1
  32. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  33. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.d.ts +4 -0
  34. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js +22 -0
  35. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js.map +1 -1
  36. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +1 -1
  37. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +1 -1
  38. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  39. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.d.ts +6 -0
  40. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js +22 -5
  41. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js.map +1 -1
  42. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +1 -1
  43. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  44. package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
  45. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  47. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  48. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  49. package/BakedVertexAnimation/vertexAnimationBaker.js +1 -1
  50. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  51. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  52. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  53. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  54. package/Behaviors/Cameras/framingBehavior.js +2 -2
  55. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  56. package/Behaviors/Cameras/interpolatingBehavior.d.ts +13 -1
  57. package/Behaviors/Cameras/interpolatingBehavior.js +13 -1
  58. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  60. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  61. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +3 -3
  62. package/Behaviors/Meshes/baseSixDofDragBehavior.js +4 -4
  63. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  64. package/Behaviors/Meshes/followBehavior.js +1 -1
  65. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  66. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  67. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  68. package/Behaviors/Meshes/multiPointerScaleBehavior.js +1 -1
  69. package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
  70. package/Behaviors/Meshes/pointerDragBehavior.d.ts +3 -3
  71. package/Behaviors/Meshes/pointerDragBehavior.js +5 -5
  72. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  73. package/Behaviors/Meshes/sixDofDragBehavior.d.ts +1 -1
  74. package/Behaviors/Meshes/sixDofDragBehavior.js +2 -2
  75. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  76. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -1
  77. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  78. package/Bones/boneIKController.d.ts +1 -1
  79. package/Bones/boneIKController.js +1 -1
  80. package/Bones/boneIKController.js.map +1 -1
  81. package/Bones/boneLookController.d.ts +1 -1
  82. package/Bones/boneLookController.js +1 -1
  83. package/Bones/boneLookController.js.map +1 -1
  84. package/Bones/skeleton.d.ts +2 -2
  85. package/Bones/skeleton.functions.d.ts +1 -1
  86. package/Bones/skeleton.functions.js +3 -3
  87. package/Bones/skeleton.functions.js.map +1 -1
  88. package/Bones/skeleton.js +3 -4
  89. package/Bones/skeleton.js.map +1 -1
  90. package/Buffers/buffer.align.pure.js +6 -0
  91. package/Buffers/buffer.align.pure.js.map +1 -1
  92. package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
  93. package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
  94. package/Buffers/buffer.pure.d.ts +8 -0
  95. package/Buffers/buffer.pure.js +31 -2
  96. package/Buffers/buffer.pure.js.map +1 -1
  97. package/Buffers/bufferUtils.js +17 -5
  98. package/Buffers/bufferUtils.js.map +1 -1
  99. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +1 -1
  100. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  101. package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
  102. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  103. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
  104. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  105. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  106. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  107. package/Cameras/Inputs/flyCameraKeyboardInput.js +2 -2
  108. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  109. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  110. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  111. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
  112. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  113. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
  114. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  115. package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
  116. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  117. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +2 -2
  118. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  119. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  120. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  121. package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
  122. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  123. package/Cameras/Inputs/freeCameraTouchInput.js +2 -2
  124. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  125. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +1 -1
  126. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  127. package/Cameras/Limits/geospatialLimits.d.ts +1 -1
  128. package/Cameras/Limits/geospatialLimits.js +1 -1
  129. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  130. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
  131. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  132. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
  133. package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
  134. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  135. package/Cameras/RigModes/vrRigMode.js +2 -2
  136. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  137. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
  138. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
  139. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  140. package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
  141. package/Cameras/VR/vrCameraMetrics.js +1 -1
  142. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  143. package/Cameras/cameraInputsManager.d.ts +1 -1
  144. package/Cameras/cameraInputsManager.js +1 -1
  145. package/Cameras/cameraInputsManager.js.map +1 -1
  146. package/Cameras/targetCamera.pure.js +3 -0
  147. package/Cameras/targetCamera.pure.js.map +1 -1
  148. package/Collisions/collider.d.ts +1 -1
  149. package/Collisions/collider.js +1 -1
  150. package/Collisions/collider.js.map +1 -1
  151. package/Collisions/gpuPicker.d.ts +1 -1
  152. package/Collisions/gpuPicker.js +5 -5
  153. package/Collisions/gpuPicker.js.map +1 -1
  154. package/Collisions/meshCollisionData.d.ts +1 -1
  155. package/Collisions/meshCollisionData.js +1 -1
  156. package/Collisions/meshCollisionData.js.map +1 -1
  157. package/Collisions/pickingInfo.d.ts +1 -1
  158. package/Collisions/pickingInfo.js +2 -2
  159. package/Collisions/pickingInfo.js.map +1 -1
  160. package/Compute/computeEffect.d.ts +6 -0
  161. package/Compute/computeEffect.js +3 -0
  162. package/Compute/computeEffect.js.map +1 -1
  163. package/Compute/computeShader.pure.d.ts +4 -0
  164. package/Compute/computeShader.pure.js +1 -0
  165. package/Compute/computeShader.pure.js.map +1 -1
  166. package/Culling/Octrees/octreeBlock.d.ts +1 -1
  167. package/Culling/Octrees/octreeBlock.js +1 -1
  168. package/Culling/Octrees/octreeBlock.js.map +1 -1
  169. package/Culling/boundingBox.d.ts +1 -1
  170. package/Culling/boundingBox.js +1 -1
  171. package/Culling/boundingBox.js.map +1 -1
  172. package/Culling/boundingInfo.d.ts +1 -1
  173. package/Culling/boundingInfo.js +1 -1
  174. package/Culling/boundingInfo.js.map +1 -1
  175. package/Culling/boundingSphere.d.ts +1 -1
  176. package/Culling/boundingSphere.js +1 -1
  177. package/Culling/boundingSphere.js.map +1 -1
  178. package/Culling/ray.core.d.ts +1 -1
  179. package/Culling/ray.core.js +1 -1
  180. package/Culling/ray.core.js.map +1 -1
  181. package/Debug/axesViewer.d.ts +1 -1
  182. package/Debug/axesViewer.js +3 -3
  183. package/Debug/axesViewer.js.map +1 -1
  184. package/Debug/boneAxesViewer.d.ts +1 -1
  185. package/Debug/boneAxesViewer.js +1 -1
  186. package/Debug/boneAxesViewer.js.map +1 -1
  187. package/Debug/directionalLightFrustumViewer.d.ts +1 -1
  188. package/Debug/directionalLightFrustumViewer.js +6 -6
  189. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  190. package/Debug/rayHelper.d.ts +1 -1
  191. package/Debug/rayHelper.js +2 -2
  192. package/Debug/rayHelper.js.map +1 -1
  193. package/Debug/skeletonViewer.d.ts +2 -2
  194. package/Debug/skeletonViewer.js +10 -10
  195. package/Debug/skeletonViewer.js.map +1 -1
  196. package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
  197. package/DeviceInput/internalDeviceSourceManager.js +0 -1
  198. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  199. package/DeviceInput/webDeviceInputSystem.js +1 -1
  200. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  201. package/Engines/Extensions/engine.views.d.ts +1 -1
  202. package/Engines/Extensions/engine.views.js +1 -1
  203. package/Engines/Extensions/engine.views.js.map +1 -1
  204. package/Engines/Native/nativeHelpers.js +4 -1
  205. package/Engines/Native/nativeHelpers.js.map +1 -1
  206. package/Engines/WebGPU/Extensions/engine.computeShader.pure.js +154 -2
  207. package/Engines/WebGPU/Extensions/engine.computeShader.pure.js.map +1 -1
  208. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  209. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
  210. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  211. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  212. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  213. package/Engines/WebGPU/webgpuTintWASM.js +1 -1
  214. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  215. package/Engines/abstractEngine.pure.d.ts +7 -1
  216. package/Engines/abstractEngine.pure.js +34 -4
  217. package/Engines/abstractEngine.pure.js.map +1 -1
  218. package/Engines/constants.d.ts +4 -0
  219. package/Engines/constants.js +4 -0
  220. package/Engines/constants.js.map +1 -1
  221. package/Engines/engine.pure.d.ts +0 -7
  222. package/Engines/engine.pure.js +0 -34
  223. package/Engines/engine.pure.js.map +1 -1
  224. package/Engines/engineFactory.d.ts +2 -2
  225. package/Engines/engineFactory.js +3 -3
  226. package/Engines/engineFactory.js.map +1 -1
  227. package/Engines/thinNativeEngine.pure.js +2 -2
  228. package/Engines/thinNativeEngine.pure.js.map +1 -1
  229. package/Events/pointerEvents.d.ts +1 -1
  230. package/Events/pointerEvents.js +1 -1
  231. package/Events/pointerEvents.js.map +1 -1
  232. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
  233. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
  234. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
  235. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
  236. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  237. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
  238. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
  239. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
  240. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  241. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  242. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js +1 -1
  243. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js.map +1 -1
  244. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
  245. package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
  246. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  247. package/FlowGraph/flowGraphBlock.d.ts +1 -1
  248. package/FlowGraph/flowGraphBlock.js +1 -1
  249. package/FlowGraph/flowGraphBlock.js.map +1 -1
  250. package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
  251. package/FlowGraph/flowGraphExecutionBlock.js +1 -1
  252. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  253. package/FlowGraph/flowGraphMath.d.ts +1 -1
  254. package/FlowGraph/flowGraphMath.js +1 -1
  255. package/FlowGraph/flowGraphMath.js.map +1 -1
  256. package/FlowGraph/flowGraphParser.js +1 -1
  257. package/FlowGraph/flowGraphParser.js.map +1 -1
  258. package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
  259. package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
  260. package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
  261. package/FlowGraph/flowGraphValidator.js.map +1 -1
  262. package/FlowGraph/serialization.js +4 -4
  263. package/FlowGraph/serialization.js.map +1 -1
  264. package/FlowGraph/utils.js.map +1 -1
  265. package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
  266. package/FrameGraph/Node/nodeRenderGraph.js +7 -7
  267. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  268. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
  269. package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
  270. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  271. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
  272. package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
  273. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  274. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
  275. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
  276. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  277. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
  278. package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
  279. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  280. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
  281. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  282. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
  283. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  284. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
  285. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
  286. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
  287. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
  288. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
  289. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  290. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
  291. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
  292. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  293. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
  294. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
  295. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  296. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
  297. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
  298. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  299. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
  300. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
  301. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
  302. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
  303. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
  304. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
  305. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
  306. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
  307. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
  308. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
  309. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
  310. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  311. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  312. package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
  313. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  314. package/FrameGraph/frameGraphRenderContext.js +1 -1
  315. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  316. package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
  317. package/FrameGraph/frameGraphTextureManager.js +1 -1
  318. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  319. package/Gamepads/gamepadManager.js +1 -1
  320. package/Gamepads/gamepadManager.js.map +1 -1
  321. package/Gizmos/axisDragGizmo.d.ts +5 -5
  322. package/Gizmos/axisDragGizmo.js +6 -6
  323. package/Gizmos/axisDragGizmo.js.map +1 -1
  324. package/Gizmos/axisScaleGizmo.d.ts +4 -4
  325. package/Gizmos/axisScaleGizmo.js +6 -6
  326. package/Gizmos/axisScaleGizmo.js.map +1 -1
  327. package/Gizmos/boundingBoxGizmo.d.ts +5 -5
  328. package/Gizmos/boundingBoxGizmo.js +7 -7
  329. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  330. package/Gizmos/cameraGizmo.d.ts +3 -3
  331. package/Gizmos/cameraGizmo.js +7 -7
  332. package/Gizmos/cameraGizmo.js.map +1 -1
  333. package/Gizmos/gizmo.d.ts +2 -2
  334. package/Gizmos/gizmo.js +3 -3
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  1030. package/XR/motionController/webXRProfiledMotionController.js +4 -4
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  1032. package/XR/webXRCamera.d.ts +3 -3
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  1035. package/XR/webXRDefaultExperience.d.ts +4 -4
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  1040. package/XR/webXRExperienceHelper.js +2 -2
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  1042. package/XR/webXRFeaturesManager.d.ts +47 -0
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  1045. package/XR/webXRInput.js +1 -1
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  1047. package/XR/webXRInputSource.js +4 -4
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  1051. package/XR/webXRRenderTargetTextureProvider.d.ts +1 -1
  1052. package/XR/webXRRenderTargetTextureProvider.js +1 -1
  1053. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  1054. package/assetContainer.d.ts +4 -4
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  1057. package/node.d.ts +1 -1
  1058. package/node.js +6 -2
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  1060. package/package.json +684 -3
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{ Constants } from \"../../Engines/constants\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Matrix, Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess, type PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { type IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture, type IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { type CubeTexture } from \"../../Materials/Textures/cubeTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { type EventState } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\n\r\n/**\r\n * Build cdf maps for IBL importance sampling during IBL shadow computation.\r\n * This should not be instantiated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsVoxelTracingPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _voxelShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public get voxelShadowOpacity(): number {\r\n return this._voxelShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public set voxelShadowOpacity(value: number) {\r\n this._voxelShadowOpacity = value;\r\n }\r\n private _sssSamples: number = 16;\r\n private _sssStride: number = 8;\r\n private _sssMaxDist: number = 0.05;\r\n private _sssThickness: number = 0.5;\r\n\r\n private _ssShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._ssShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public set ssShadowOpacity(value: number) {\r\n this._ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get sssSamples(): number {\r\n return this._sssSamples;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public set sssSamples(value: number) {\r\n this._sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public get sssStride(): number {\r\n return this._sssStride;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public set sssStride(value: number) {\r\n this._sssStride = value;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public get sssMaxDist(): number {\r\n return this._sssMaxDist;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public set sssMaxDist(value: number) {\r\n this._sssMaxDist = value;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public get sssThickness(): number {\r\n return this._sssThickness;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public set sssThickness(value: number) {\r\n this._sssThickness = value;\r\n }\r\n\r\n private _outputTexture: ProceduralTexture;\r\n private _cameraInvView: Matrix = Matrix.Identity();\r\n private _cameraInvProj: Matrix = Matrix.Identity();\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n private _frameId: number = 0;\r\n private _sampleDirections: number = 4;\r\n private _shadowParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _sssParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _opacityParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelBiasParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelNormalBias: number = 1.4;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the surface normal of the geometry.\r\n */\r\n public get voxelNormalBias(): number {\r\n return this._voxelNormalBias;\r\n }\r\n public set voxelNormalBias(value: number) {\r\n this._voxelNormalBias = value;\r\n }\r\n\r\n private _voxelDirectionBias: number = 1.75;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the light.\r\n */\r\n public get voxelDirectionBias(): number {\r\n return this._voxelDirectionBias;\r\n }\r\n public set voxelDirectionBias(value: number) {\r\n this._voxelDirectionBias = value;\r\n }\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public get sampleDirections(): number {\r\n return this._sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public set sampleDirections(value: number) {\r\n this._sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public get envRotation(): number {\r\n return this._envRotation;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public set envRotation(value: number) {\r\n this._envRotation = value;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process. This will create the resources for the pass\r\n * if they don't already exist.\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Voxel Tracing Debug Pass\";\r\n\r\n /**\r\n * The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /** The default rotation of the environment map will align the shadows with the default lighting orientation */\r\n private _envRotation: number = 0.0;\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n\r\n /**\r\n * Render the shadows in color rather than black and white.\r\n * This is slightly more expensive than black and white shadows but can be much\r\n * more accurate when the strongest lights in the IBL are non-white.\r\n */\r\n public set coloredShadows(value: boolean) {\r\n this._coloredShadows = value;\r\n }\r\n public get coloredShadows(): boolean {\r\n return this._coloredShadows;\r\n }\r\n private _coloredShadows: boolean = false;\r\n\r\n private _debugVoxelMarchEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n if (!this._debugPassPP) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: true,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the shadow voxel-tracing pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The shadow voxel-tracing pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const defines = this._createDefines();\r\n const isWebGPU = this._engine.isWebGPU;\r\n const textureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowVoxelTracing.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowVoxelTracing.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"voxelTracingPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowVoxelTracing\",\r\n this._scene,\r\n textureOptions\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.defines = defines;\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setBindings(this._scene.activeCamera!);\r\n this._renderWhenGBufferReady = this._render.bind(this);\r\n // Don't start rendering until the first vozelization is done.\r\n this._renderPipeline.onVoxelizationCompleteObservable.addOnce(() => {\r\n if (this._scene.geometryBufferRenderer) {\r\n this._scene.geometryBufferRenderer.getGBuffer().onAfterRenderObservable.add(this._renderWhenGBufferReady);\r\n }\r\n });\r\n }\r\n\r\n private _createDefines(): string {\r\n let defines = \"\";\r\n if (this._scene.useRightHandedSystem) {\r\n defines += \"#define RIGHT_HANDED\\n\";\r\n }\r\n if (this._debugVoxelMarchEnabled) {\r\n defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n if (this._coloredShadows) {\r\n defines += \"#define COLOR_SHADOWS 1u\\n\";\r\n }\r\n if (this._scene.geometryBufferRenderer?.normalsAreUnsigned) {\r\n defines += \"#define WORLD_NORMAL_UNSIGNED\\n\";\r\n }\r\n return defines;\r\n }\r\n\r\n private _setBindings(camera: Camera): boolean {\r\n this._outputTexture.defines = this._createDefines();\r\n this._outputTexture.setMatrix(\"viewMtx\", camera.getViewMatrix());\r\n this._outputTexture.setMatrix(\"projMtx\", camera.getProjectionMatrix());\r\n camera.getProjectionMatrix().invertToRef(this._cameraInvProj);\r\n camera.getViewMatrix().invertToRef(this._cameraInvView);\r\n this._outputTexture.setMatrix(\"invProjMtx\", this._cameraInvProj);\r\n this._outputTexture.setMatrix(\"invViewMtx\", this._cameraInvView);\r\n this._outputTexture.setMatrix(\"wsNormalizationMtx\", this._invWorldScaleMatrix);\r\n\r\n this._frameId++;\r\n\r\n let rotation = 0.0;\r\n if (this._scene.environmentTexture) {\r\n rotation = (this._scene.environmentTexture as CubeTexture).rotationY ?? 0;\r\n }\r\n rotation = this._scene.useRightHandedSystem ? -(rotation + 0.5 * Math.PI) : rotation - 0.5 * Math.PI;\r\n rotation = rotation % (2.0 * Math.PI);\r\n this._shadowParameters.set(this._sampleDirections, this._frameId, 1.0, rotation);\r\n this._outputTexture.setVector4(\"shadowParameters\", this._shadowParameters);\r\n const voxelGrid = this._renderPipeline._getVoxelGridTexture();\r\n const highestMip = Math.floor(Math.log2(voxelGrid.getSize().width));\r\n this._voxelBiasParameters.set(this._voxelNormalBias, this._voxelDirectionBias, highestMip, 0.0);\r\n this._outputTexture.setVector4(\"voxelBiasParameters\", this._voxelBiasParameters);\r\n\r\n // SSS Options.\r\n this._sssParameters.set(this._sssSamples, this._sssStride, this._sssMaxDist, this._sssThickness);\r\n this._outputTexture.setVector4(\"sssParameters\", this._sssParameters);\r\n this._opacityParameters.set(this._voxelShadowOpacity, this._ssShadowOpacity, 0.0, 0.0);\r\n this._outputTexture.setVector4(\"shadowOpacity\", this._opacityParameters);\r\n this._outputTexture.setTexture(\"voxelGridSampler\", voxelGrid);\r\n this._outputTexture.setTexture(\"blueNoiseSampler\", this._renderPipeline._getNoiseTexture());\r\n const cdfGenerator = this._scene.iblCdfGenerator;\r\n if (!cdfGenerator) {\r\n Logger.Warn(\"IBLShadowsVoxelTracingPass: Can't bind for render because iblCdfGenerator is not enabled.\");\r\n return false;\r\n }\r\n this._outputTexture.setTexture(\"icdfSampler\", cdfGenerator.getIcdfTexture());\r\n if (this._coloredShadows && this._scene.environmentTexture) {\r\n this._outputTexture.setTexture(\"iblSampler\", this._scene.environmentTexture);\r\n }\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n Logger.Warn(\"IBLShadowsVoxelTracingPass: Can't bind for render because GeometryBufferRenderer is not enabled.\");\r\n return false;\r\n }\r\n const depthIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const wnormalIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"worldNormalSampler\", geometryBufferRenderer.getGBuffer().textures[wnormalIndex]);\r\n return true;\r\n }\r\n\r\n private _render() {\r\n if (this.enabled && this._outputTexture.isReady() && this._outputTexture.getEffect()?.isReady()) {\r\n if (this._setBindings(this._scene.activeCamera!)) {\r\n this._outputTexture.render();\r\n }\r\n }\r\n }\r\n\r\n private _renderWhenGBufferReady: Nullable<(eventData: number, eventState: EventState) => void> = null;\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n // Don't resize if the size is the same as the current size.\r\n if (this._outputTexture.getSize().width === newSize.width && this._outputTexture.getSize().height === newSize.height) {\r\n return;\r\n }\r\n this._outputTexture.resize(newSize, false);\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady()) &&\r\n this._scene.iblCdfGenerator &&\r\n this._scene.iblCdfGenerator.getIcdfTexture().isReady() &&\r\n this._renderPipeline._getVoxelGridTexture().isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n if (this._scene.geometryBufferRenderer && this._renderWhenGBufferReady) {\r\n const gBuffer = this._scene.geometryBufferRenderer.getGBuffer();\r\n gBuffer.onAfterRenderObservable.removeCallback(this._renderWhenGBufferReady);\r\n }\r\n this._outputTexture.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
1
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{ Constants } from \"../../Engines/constants\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Matrix, Vector4 } from \"../../Maths/math.vector.pure\";\r\nimport { PostProcess, type PostProcessOptions } from \"../../PostProcesses/postProcess.pure\";\r\nimport { type IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer.pure\";\r\nimport { ProceduralTexture, type IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture.pure\";\r\nimport { type CubeTexture } from \"../../Materials/Textures/cubeTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { type EventState } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\n\r\n/**\r\n * Build cdf maps for IBL importance sampling during IBL shadow computation.\r\n * This should not be instantiated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsVoxelTracingPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _voxelShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public get voxelShadowOpacity(): number {\r\n return this._voxelShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public set voxelShadowOpacity(value: number) {\r\n this._voxelShadowOpacity = value;\r\n }\r\n private _sssSamples: number = 16;\r\n private _sssStride: number = 8;\r\n private _sssMaxDist: number = 0.05;\r\n private _sssThickness: number = 0.5;\r\n\r\n private _ssShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._ssShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public set ssShadowOpacity(value: number) {\r\n this._ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get sssSamples(): number {\r\n return this._sssSamples;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public set sssSamples(value: number) {\r\n this._sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public get sssStride(): number {\r\n return this._sssStride;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public set sssStride(value: number) {\r\n this._sssStride = value;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public get sssMaxDist(): number {\r\n return this._sssMaxDist;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public set sssMaxDist(value: number) {\r\n this._sssMaxDist = value;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public get sssThickness(): number {\r\n return this._sssThickness;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public set sssThickness(value: number) {\r\n this._sssThickness = value;\r\n }\r\n\r\n private _outputTexture: ProceduralTexture;\r\n private _cameraInvView: Matrix = Matrix.Identity();\r\n private _cameraInvProj: Matrix = Matrix.Identity();\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n private _frameId: number = 0;\r\n private _sampleDirections: number = 4;\r\n private _shadowParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _sssParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _opacityParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelBiasParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelNormalBias: number = 1.4;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the surface normal of the geometry.\r\n */\r\n public get voxelNormalBias(): number {\r\n return this._voxelNormalBias;\r\n }\r\n public set voxelNormalBias(value: number) {\r\n this._voxelNormalBias = value;\r\n }\r\n\r\n private _voxelDirectionBias: number = 1.75;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the light.\r\n */\r\n public get voxelDirectionBias(): number {\r\n return this._voxelDirectionBias;\r\n }\r\n public set voxelDirectionBias(value: number) {\r\n this._voxelDirectionBias = value;\r\n }\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public get sampleDirections(): number {\r\n return this._sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public set sampleDirections(value: number) {\r\n this._sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public get envRotation(): number {\r\n return this._envRotation;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public set envRotation(value: number) {\r\n this._envRotation = value;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process. This will create the resources for the pass\r\n * if they don't already exist.\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Voxel Tracing Debug Pass\";\r\n\r\n /**\r\n * The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /** The default rotation of the environment map will align the shadows with the default lighting orientation */\r\n private _envRotation: number = 0.0;\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n\r\n /**\r\n * Render the shadows in color rather than black and white.\r\n * This is slightly more expensive than black and white shadows but can be much\r\n * more accurate when the strongest lights in the IBL are non-white.\r\n */\r\n public set coloredShadows(value: boolean) {\r\n this._coloredShadows = value;\r\n }\r\n public get coloredShadows(): boolean {\r\n return this._coloredShadows;\r\n }\r\n private _coloredShadows: boolean = false;\r\n\r\n private _debugVoxelMarchEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n if (!this._debugPassPP) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: true,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the shadow voxel-tracing pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The shadow voxel-tracing pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const defines = this._createDefines();\r\n const isWebGPU = this._engine.isWebGPU;\r\n const textureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowVoxelTracing.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowVoxelTracing.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"voxelTracingPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowVoxelTracing\",\r\n this._scene,\r\n textureOptions\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.defines = defines;\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setBindings(this._scene.activeCamera!);\r\n this._renderWhenGBufferReady = this._render.bind(this);\r\n // Don't start rendering until the first vozelization is done.\r\n this._renderPipeline.onVoxelizationCompleteObservable.addOnce(() => {\r\n if (this._scene.geometryBufferRenderer) {\r\n this._scene.geometryBufferRenderer.getGBuffer().onAfterRenderObservable.add(this._renderWhenGBufferReady);\r\n }\r\n });\r\n }\r\n\r\n private _createDefines(): string {\r\n let defines = \"\";\r\n if (this._scene.useRightHandedSystem) {\r\n defines += \"#define RIGHT_HANDED\\n\";\r\n }\r\n if (this._debugVoxelMarchEnabled) {\r\n defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n if (this._coloredShadows) {\r\n defines += \"#define COLOR_SHADOWS 1u\\n\";\r\n }\r\n if (this._scene.geometryBufferRenderer?.normalsAreUnsigned) {\r\n defines += \"#define WORLD_NORMAL_UNSIGNED\\n\";\r\n }\r\n return defines;\r\n }\r\n\r\n private _setBindings(camera: Camera): boolean {\r\n this._outputTexture.defines = this._createDefines();\r\n this._outputTexture.setMatrix(\"viewMtx\", camera.getViewMatrix());\r\n this._outputTexture.setMatrix(\"projMtx\", camera.getProjectionMatrix());\r\n camera.getProjectionMatrix().invertToRef(this._cameraInvProj);\r\n camera.getViewMatrix().invertToRef(this._cameraInvView);\r\n this._outputTexture.setMatrix(\"invProjMtx\", this._cameraInvProj);\r\n this._outputTexture.setMatrix(\"invViewMtx\", this._cameraInvView);\r\n this._outputTexture.setMatrix(\"wsNormalizationMtx\", this._invWorldScaleMatrix);\r\n\r\n this._frameId++;\r\n\r\n let rotation = 0.0;\r\n if (this._scene.environmentTexture) {\r\n rotation = (this._scene.environmentTexture as CubeTexture).rotationY ?? 0;\r\n }\r\n rotation = this._scene.useRightHandedSystem ? -(rotation + 0.5 * Math.PI) : rotation - 0.5 * Math.PI;\r\n rotation = rotation % (2.0 * Math.PI);\r\n this._shadowParameters.set(this._sampleDirections, this._frameId, 1.0, rotation);\r\n this._outputTexture.setVector4(\"shadowParameters\", this._shadowParameters);\r\n const voxelGrid = this._renderPipeline._getVoxelGridTexture();\r\n const highestMip = Math.floor(Math.log2(voxelGrid.getSize().width));\r\n this._voxelBiasParameters.set(this._voxelNormalBias, this._voxelDirectionBias, highestMip, 0.0);\r\n this._outputTexture.setVector4(\"voxelBiasParameters\", this._voxelBiasParameters);\r\n\r\n // SSS Options.\r\n this._sssParameters.set(this._sssSamples, this._sssStride, this._sssMaxDist, this._sssThickness);\r\n this._outputTexture.setVector4(\"sssParameters\", this._sssParameters);\r\n this._opacityParameters.set(this._voxelShadowOpacity, this._ssShadowOpacity, 0.0, 0.0);\r\n this._outputTexture.setVector4(\"shadowOpacity\", this._opacityParameters);\r\n this._outputTexture.setTexture(\"voxelGridSampler\", voxelGrid);\r\n this._outputTexture.setTexture(\"blueNoiseSampler\", this._renderPipeline._getNoiseTexture());\r\n const cdfGenerator = this._scene.iblCdfGenerator;\r\n if (!cdfGenerator) {\r\n Logger.Warn(\"IBLShadowsVoxelTracingPass: Can't bind for render because iblCdfGenerator is not enabled.\");\r\n return false;\r\n }\r\n this._outputTexture.setTexture(\"icdfSampler\", cdfGenerator.getIcdfTexture());\r\n if (this._coloredShadows && this._scene.environmentTexture) {\r\n this._outputTexture.setTexture(\"iblSampler\", this._scene.environmentTexture);\r\n }\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n Logger.Warn(\"IBLShadowsVoxelTracingPass: Can't bind for render because GeometryBufferRenderer is not enabled.\");\r\n return false;\r\n }\r\n const depthIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const wnormalIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"worldNormalSampler\", geometryBufferRenderer.getGBuffer().textures[wnormalIndex]);\r\n return true;\r\n }\r\n\r\n private _render() {\r\n if (this.enabled && this._outputTexture.isReady() && this._outputTexture.getEffect()?.isReady()) {\r\n if (this._setBindings(this._scene.activeCamera!)) {\r\n this._outputTexture.render();\r\n }\r\n }\r\n }\r\n\r\n private _renderWhenGBufferReady: Nullable<(eventData: number, eventState: EventState) => void> = null;\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n // Don't resize if the size is the same as the current size.\r\n if (this._outputTexture.getSize().width === newSize.width && this._outputTexture.getSize().height === newSize.height) {\r\n return;\r\n }\r\n this._outputTexture.resize(newSize, false);\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady()) &&\r\n this._scene.iblCdfGenerator &&\r\n this._scene.iblCdfGenerator.getIcdfTexture().isReady() &&\r\n this._renderPipeline._getVoxelGridTexture().isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n if (this._scene.geometryBufferRenderer && this._renderWhenGBufferReady) {\r\n const gBuffer = this._scene.geometryBufferRenderer.getGBuffer();\r\n gBuffer.onAfterRenderObservable.removeCallback(this._renderWhenGBufferReady);\r\n }\r\n this._outputTexture.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import { type Scene } from "../scene.js";
2
2
  import { type PrePassRenderer } from "./prePassRenderer.js";
3
- import { ThinDepthPeelingRenderer } from "./thinDepthPeelingRenderer.js";
3
+ import { ThinDepthPeelingRenderer } from "./thinDepthPeelingRenderer.pure.js";
4
4
  /**
5
5
  * The depth peeling renderer that performs
6
6
  * Order independant transparency (OIT).
@@ -3,9 +3,9 @@
3
3
  */
4
4
 
5
5
  import { ThinTexture } from "../Materials/Textures/thinTexture.js";
6
- import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture.js";
6
+ import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture.pure.js";
7
7
  import { Logger } from "../Misc/logger.js";
8
- import { ThinDepthPeelingRenderer } from "./thinDepthPeelingRenderer.js";
8
+ import { ThinDepthPeelingRenderer } from "./thinDepthPeelingRenderer.pure.js";
9
9
  import { RegisterDepthPeelingSceneComponent } from "./depthPeelingSceneComponent.pure.js";
10
10
  class DepthPeelingEffectConfiguration {
11
11
  constructor() {
@@ -1 +1 @@
1
- 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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { type PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport { type PrePassRenderer } from \"./prePassRenderer\";\r\nimport { type InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { ThinDepthPeelingRenderer } from \"./thinDepthPeelingRenderer\";\r\nimport { RegisterDepthPeelingSceneComponent } from \"./depthPeelingSceneComponent.pure\";\r\n\r\nclass DepthPeelingEffectConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * Is this effect enabled\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"depthPeeling\";\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * The depth peeling renderer that performs\r\n * Order independant transparency (OIT).\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class DepthPeelingRenderer extends ThinDepthPeelingRenderer {\r\n private _outputRT: RenderTargetTexture;\r\n\r\n private _prePassEffectConfiguration: DepthPeelingEffectConfiguration;\r\n\r\n private _blendBackTexture: InternalTexture;\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n super(scene, passCount);\r\n\r\n RegisterDepthPeelingSceneComponent(DepthPeelingRenderer);\r\n\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"Depth peeling for order independant transparency could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n\r\n this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();\r\n this._createTextures();\r\n this._createEffects(\"oitFinal\", [\"uFrontColor\", \"uBackColor\"]);\r\n }\r\n\r\n protected override _createTextures() {\r\n super._createTextures();\r\n\r\n const size = this._getTextureSize();\r\n\r\n this._outputRT = new RenderTargetTexture(\"depthPeelingOutputRTT\", size, this._scene, false);\r\n }\r\n\r\n // TODO : explore again MSAA with depth peeling when\r\n // we are able to fetch individual samples in a multisampled renderbuffer\r\n // public set samples(value: number) {\r\n // for (let i = 0; i < 2; i++) {\r\n // this._depthMrts[i].samples = value;\r\n // this._colorMrts[i].samples = value;\r\n // }\r\n // this._scene.prePassRenderer!.samples = value;\r\n // }\r\n\r\n protected override _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n if (i === 6) {\r\n // Do not dispose the shared texture with the prepass\r\n continue;\r\n }\r\n this._thinTextures[i].dispose();\r\n }\r\n this._thinTextures = [];\r\n this._outputRT.dispose();\r\n\r\n super._disposeTextures();\r\n }\r\n\r\n private _updateTextures() {\r\n if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {\r\n this._disposeTextures();\r\n this._createTextures();\r\n }\r\n return this._updateTextureReferences();\r\n }\r\n\r\n private _updateTextureReferences() {\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n\r\n if (!prePassRenderer) {\r\n return false;\r\n }\r\n\r\n // Retrieve opaque color texture\r\n const textureIndex = prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE);\r\n const prePassTexture = prePassRenderer.defaultRT.textures?.length ? prePassRenderer.defaultRT.textures[textureIndex].getInternalTexture() : null;\r\n\r\n if (!prePassTexture) {\r\n return false;\r\n }\r\n\r\n if (this._blendBackTexture !== prePassTexture) {\r\n this._blendBackTexture = prePassTexture;\r\n this._blendBackMrt.setInternalTexture(this._blendBackTexture, 0);\r\n\r\n if (this._thinTextures[6]) {\r\n this._thinTextures[6].dispose();\r\n }\r\n this._thinTextures[6] = new ThinTexture(this._blendBackTexture);\r\n\r\n prePassRenderer.defaultRT.renderTarget!.shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n */\r\n public override setPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n protected override _finalCompose(writeId: number) {\r\n const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);\r\n if (output) {\r\n this._engine.bindFramebuffer(this._outputRT.renderTarget!);\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper.drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._finalEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[6]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Checks if the depth peeling renderer is ready to render transparent meshes\r\n * @returns true if the depth peeling renderer is ready to render the transparent meshes\r\n */\r\n public override isReady() {\r\n return super.isReady() && this._updateTextures();\r\n }\r\n\r\n protected override _beforeRender() {\r\n (this._scene.prePassRenderer! as any)._enabled = false;\r\n }\r\n\r\n protected override _afterRender() {\r\n (this._scene.prePassRenderer! as any)._enabled = true;\r\n }\r\n\r\n protected override _noTransparentMeshes() {\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n this._finalCompose(1);\r\n }\r\n}\r\n"]}
1
+ 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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { type PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport { type PrePassRenderer } from \"./prePassRenderer\";\r\nimport { type InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture.pure\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { ThinDepthPeelingRenderer } from \"./thinDepthPeelingRenderer.pure\";\r\nimport { RegisterDepthPeelingSceneComponent } from \"./depthPeelingSceneComponent.pure\";\r\n\r\nclass DepthPeelingEffectConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * Is this effect enabled\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"depthPeeling\";\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * The depth peeling renderer that performs\r\n * Order independant transparency (OIT).\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class DepthPeelingRenderer extends ThinDepthPeelingRenderer {\r\n private _outputRT: RenderTargetTexture;\r\n\r\n private _prePassEffectConfiguration: DepthPeelingEffectConfiguration;\r\n\r\n private _blendBackTexture: InternalTexture;\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n super(scene, passCount);\r\n\r\n RegisterDepthPeelingSceneComponent(DepthPeelingRenderer);\r\n\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"Depth peeling for order independant transparency could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n\r\n this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();\r\n this._createTextures();\r\n this._createEffects(\"oitFinal\", [\"uFrontColor\", \"uBackColor\"]);\r\n }\r\n\r\n protected override _createTextures() {\r\n super._createTextures();\r\n\r\n const size = this._getTextureSize();\r\n\r\n this._outputRT = new RenderTargetTexture(\"depthPeelingOutputRTT\", size, this._scene, false);\r\n }\r\n\r\n // TODO : explore again MSAA with depth peeling when\r\n // we are able to fetch individual samples in a multisampled renderbuffer\r\n // public set samples(value: number) {\r\n // for (let i = 0; i < 2; i++) {\r\n // this._depthMrts[i].samples = value;\r\n // this._colorMrts[i].samples = value;\r\n // }\r\n // this._scene.prePassRenderer!.samples = value;\r\n // }\r\n\r\n protected override _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n if (i === 6) {\r\n // Do not dispose the shared texture with the prepass\r\n continue;\r\n }\r\n this._thinTextures[i].dispose();\r\n }\r\n this._thinTextures = [];\r\n this._outputRT.dispose();\r\n\r\n super._disposeTextures();\r\n }\r\n\r\n private _updateTextures() {\r\n if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {\r\n this._disposeTextures();\r\n this._createTextures();\r\n }\r\n return this._updateTextureReferences();\r\n }\r\n\r\n private _updateTextureReferences() {\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n\r\n if (!prePassRenderer) {\r\n return false;\r\n }\r\n\r\n // Retrieve opaque color texture\r\n const textureIndex = prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE);\r\n const prePassTexture = prePassRenderer.defaultRT.textures?.length ? prePassRenderer.defaultRT.textures[textureIndex].getInternalTexture() : null;\r\n\r\n if (!prePassTexture) {\r\n return false;\r\n }\r\n\r\n if (this._blendBackTexture !== prePassTexture) {\r\n this._blendBackTexture = prePassTexture;\r\n this._blendBackMrt.setInternalTexture(this._blendBackTexture, 0);\r\n\r\n if (this._thinTextures[6]) {\r\n this._thinTextures[6].dispose();\r\n }\r\n this._thinTextures[6] = new ThinTexture(this._blendBackTexture);\r\n\r\n prePassRenderer.defaultRT.renderTarget!.shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n */\r\n public override setPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n protected override _finalCompose(writeId: number) {\r\n const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);\r\n if (output) {\r\n this._engine.bindFramebuffer(this._outputRT.renderTarget!);\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper.drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._finalEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[6]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Checks if the depth peeling renderer is ready to render transparent meshes\r\n * @returns true if the depth peeling renderer is ready to render the transparent meshes\r\n */\r\n public override isReady() {\r\n return super.isReady() && this._updateTextures();\r\n }\r\n\r\n protected override _beforeRender() {\r\n (this._scene.prePassRenderer! as any)._enabled = false;\r\n }\r\n\r\n protected override _afterRender() {\r\n (this._scene.prePassRenderer! as any)._enabled = true;\r\n }\r\n\r\n protected override _noTransparentMeshes() {\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n this._finalCompose(1);\r\n }\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import { type VertexBuffer } from "../../Buffers/buffer.js";
2
2
  import { type DataBuffer } from "../../Buffers/dataBuffer.js";
3
3
  import { type AbstractEngine } from "../../Engines/abstractEngine.js";
4
- import { EffectWrapper } from "../../Materials/effectRenderer.js";
4
+ import { EffectWrapper } from "../../Materials/effectRenderer.pure.js";
5
5
  import { Observable } from "../../Misc/observable.js";
6
6
  import { type Scene } from "../../scene.js";
7
7
  import { type Nullable } from "../../types.js";
@@ -1,5 +1,5 @@
1
1
 
2
- import { EffectWrapper } from "../../Materials/effectRenderer.js";
2
+ import { EffectWrapper } from "../../Materials/effectRenderer.pure.js";
3
3
  import { Observable } from "../../Misc/observable.js";
4
4
  /**
5
5
  * Defines the base object used for fluid rendering.
@@ -1 +1 @@
1
- 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{ type VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type DataBuffer } from \"core/Buffers/dataBuffer\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { EffectWrapper } from \"core/Materials/effectRenderer\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Defines the base object used for fluid rendering.\r\n * It is based on a list of vertices (particles)\r\n */\r\nexport abstract class FluidRenderingObject {\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _effectsAreDirty: boolean;\r\n protected _depthEffectWrapper: Nullable<EffectWrapper>;\r\n protected _thicknessEffectWrapper: Nullable<EffectWrapper>;\r\n\r\n /** Defines the priority of the object. Objects will be rendered in ascending order of priority */\r\n public priority = 0;\r\n\r\n protected _particleSize = 0.1;\r\n\r\n /** Observable triggered when the size of the particle is changed */\r\n public onParticleSizeChanged = new Observable<FluidRenderingObject>();\r\n\r\n /** Gets or sets the size of the particle */\r\n public get particleSize() {\r\n return this._particleSize;\r\n }\r\n\r\n public set particleSize(size: number) {\r\n if (size === this._particleSize) {\r\n return;\r\n }\r\n\r\n this._particleSize = size;\r\n this.onParticleSizeChanged.notifyObservers(this);\r\n }\r\n\r\n /** Defines the alpha value of a particle */\r\n public particleThicknessAlpha = 0.05;\r\n\r\n /** Indicates if the object uses instancing or not */\r\n public get useInstancing() {\r\n return !this.indexBuffer;\r\n }\r\n\r\n private _useVelocity = false;\r\n\r\n /** Indicates if velocity of particles should be used when rendering the object. The vertex buffer set must contain a \"velocity\" buffer for this to work! */\r\n public get useVelocity() {\r\n return this._useVelocity;\r\n }\r\n\r\n public set useVelocity(use: boolean) {\r\n if (this._useVelocity === use || !this._hasVelocity()) {\r\n return;\r\n }\r\n\r\n this._useVelocity = use;\r\n this._effectsAreDirty = true;\r\n }\r\n\r\n private _hasVelocity() {\r\n return !!this.vertexBuffers?.velocity;\r\n }\r\n\r\n /**\r\n * Gets the vertex buffers\r\n */\r\n public abstract get vertexBuffers(): { [key: string]: VertexBuffer };\r\n\r\n /**\r\n * Gets the index buffer (or null if the object is using instancing)\r\n */\r\n public get indexBuffer(): Nullable<DataBuffer> {\r\n return null;\r\n }\r\n\r\n /**\r\n * @returns the name of the class\r\n */\r\n public getClassName(): string {\r\n return \"FluidRenderingObject\";\r\n }\r\n\r\n /** Shader language used by the object */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this object\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instantiates a fluid rendering object\r\n * @param scene The scene the object is part of\r\n * @param shaderLanguage The shader language to use\r\n */\r\n constructor(scene: Scene, shaderLanguage?: ShaderLanguage) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._effectsAreDirty = true;\r\n this._depthEffectWrapper = null;\r\n this._thicknessEffectWrapper = null;\r\n this._shaderLanguage = shaderLanguage ?? (this._engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL);\r\n }\r\n\r\n protected _createEffects(): void {\r\n const uniformNames = [\"view\", \"projection\", \"particleRadius\", \"size\"];\r\n const attributeNames = [\"position\", \"offset\"];\r\n const defines: string[] = [];\r\n\r\n this._effectsAreDirty = false;\r\n\r\n if (this.useVelocity) {\r\n attributeNames.push(\"velocity\");\r\n defines.push(\"#define FLUIDRENDERING_VELOCITY\");\r\n }\r\n\r\n if (this._scene.useRightHandedSystem) {\r\n defines.push(\"#define FLUIDRENDERING_RHS\");\r\n }\r\n\r\n this._depthEffectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n useShaderStore: true,\r\n vertexShader: \"fluidRenderingParticleDepth\",\r\n fragmentShader: \"fluidRenderingParticleDepth\",\r\n attributeNames,\r\n uniformNames,\r\n samplerNames: [],\r\n defines,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/fluidRenderingParticleDepth.vertex\"), import(\"../../ShadersWGSL/fluidRenderingParticleDepth.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/fluidRenderingParticleDepth.vertex\"), import(\"../../Shaders/fluidRenderingParticleDepth.fragment\")]);\r\n }\r\n },\r\n });\r\n\r\n uniformNames.push(\"particleAlpha\");\r\n\r\n this._thicknessEffectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n useShaderStore: true,\r\n vertexShader: \"fluidRenderingParticleThickness\",\r\n fragmentShader: \"fluidRenderingParticleThickness\",\r\n attributeNames: [\"position\", \"offset\"],\r\n uniformNames,\r\n samplerNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/fluidRenderingParticleThickness.vertex\"), import(\"../../ShadersWGSL/fluidRenderingParticleThickness.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/fluidRenderingParticleThickness.vertex\"), import(\"../../Shaders/fluidRenderingParticleThickness.fragment\")]);\r\n }\r\n },\r\n });\r\n }\r\n\r\n /**\r\n * Indicates if the object is ready to be rendered\r\n * @returns True if everything is ready for the object to be rendered, otherwise false\r\n */\r\n public isReady(): boolean {\r\n if (this._effectsAreDirty) {\r\n this._createEffects();\r\n }\r\n\r\n if (!this._depthEffectWrapper || !this._thicknessEffectWrapper) {\r\n return false;\r\n }\r\n\r\n const depthEffect = this._depthEffectWrapper.drawWrapper.effect!;\r\n const thicknessEffect = this._thicknessEffectWrapper.drawWrapper.effect!;\r\n\r\n return depthEffect.isReady() && thicknessEffect.isReady();\r\n }\r\n\r\n /**\r\n * Gets the number of particles (vertices) of this object\r\n * @returns The number of particles\r\n */\r\n public abstract get numParticles(): number;\r\n\r\n /**\r\n * Render the depth texture for this object\r\n */\r\n public renderDepthTexture(): void {\r\n const numParticles = this.numParticles;\r\n\r\n if (!this._depthEffectWrapper || numParticles === 0) {\r\n return;\r\n }\r\n\r\n const depthDrawWrapper = this._depthEffectWrapper.drawWrapper;\r\n const depthEffect = depthDrawWrapper.effect!;\r\n\r\n this._engine.enableEffect(depthDrawWrapper);\r\n this._engine.bindBuffers(this.vertexBuffers, this.indexBuffer, depthEffect);\r\n\r\n depthEffect.setMatrix(\"view\", this._scene.getViewMatrix());\r\n depthEffect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n depthEffect.setFloat2(\"size\", this._particleSize, this._particleSize);\r\n depthEffect.setFloat(\"particleRadius\", this._particleSize / 2);\r\n\r\n if (this.useInstancing) {\r\n this._engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, numParticles);\r\n } else {\r\n this._engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, numParticles);\r\n }\r\n }\r\n\r\n /**\r\n * Render the thickness texture for this object\r\n */\r\n public renderThicknessTexture(): void {\r\n const numParticles = this.numParticles;\r\n\r\n if (!this._thicknessEffectWrapper || numParticles === 0) {\r\n return;\r\n }\r\n\r\n const thicknessDrawWrapper = this._thicknessEffectWrapper.drawWrapper;\r\n const thicknessEffect = thicknessDrawWrapper.effect!;\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE);\r\n this._engine.setDepthWrite(false);\r\n\r\n this._engine.enableEffect(thicknessDrawWrapper);\r\n this._engine.bindBuffers(this.vertexBuffers, this.indexBuffer, thicknessEffect);\r\n\r\n thicknessEffect.setMatrix(\"view\", this._scene.getViewMatrix());\r\n thicknessEffect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n thicknessEffect.setFloat(\"particleAlpha\", this.particleThicknessAlpha);\r\n thicknessEffect.setFloat2(\"size\", this._particleSize, this._particleSize);\r\n\r\n if (this.useInstancing) {\r\n this._engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, numParticles);\r\n } else {\r\n this._engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, numParticles);\r\n }\r\n\r\n this._engine.setDepthWrite(true);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n /**\r\n * Render the diffuse texture for this object\r\n */\r\n public renderDiffuseTexture(): void {\r\n // do nothing by default\r\n }\r\n\r\n /**\r\n * Releases the resources used by the class\r\n */\r\n public dispose(): void {\r\n this._depthEffectWrapper?.dispose(false);\r\n this._thicknessEffectWrapper?.dispose(false);\r\n this.onParticleSizeChanged.clear();\r\n }\r\n}\r\n"]}
1
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{ type VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type DataBuffer } from \"core/Buffers/dataBuffer\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { EffectWrapper } from \"core/Materials/effectRenderer.pure\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Defines the base object used for fluid rendering.\r\n * It is based on a list of vertices (particles)\r\n */\r\nexport abstract class FluidRenderingObject {\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _effectsAreDirty: boolean;\r\n protected _depthEffectWrapper: Nullable<EffectWrapper>;\r\n protected _thicknessEffectWrapper: Nullable<EffectWrapper>;\r\n\r\n /** Defines the priority of the object. Objects will be rendered in ascending order of priority */\r\n public priority = 0;\r\n\r\n protected _particleSize = 0.1;\r\n\r\n /** Observable triggered when the size of the particle is changed */\r\n public onParticleSizeChanged = new Observable<FluidRenderingObject>();\r\n\r\n /** Gets or sets the size of the particle */\r\n public get particleSize() {\r\n return this._particleSize;\r\n }\r\n\r\n public set particleSize(size: number) {\r\n if (size === this._particleSize) {\r\n return;\r\n }\r\n\r\n this._particleSize = size;\r\n this.onParticleSizeChanged.notifyObservers(this);\r\n }\r\n\r\n /** Defines the alpha value of a particle */\r\n public particleThicknessAlpha = 0.05;\r\n\r\n /** Indicates if the object uses instancing or not */\r\n public get useInstancing() {\r\n return !this.indexBuffer;\r\n }\r\n\r\n private _useVelocity = false;\r\n\r\n /** Indicates if velocity of particles should be used when rendering the object. The vertex buffer set must contain a \"velocity\" buffer for this to work! */\r\n public get useVelocity() {\r\n return this._useVelocity;\r\n }\r\n\r\n public set useVelocity(use: boolean) {\r\n if (this._useVelocity === use || !this._hasVelocity()) {\r\n return;\r\n }\r\n\r\n this._useVelocity = use;\r\n this._effectsAreDirty = true;\r\n }\r\n\r\n private _hasVelocity() {\r\n return !!this.vertexBuffers?.velocity;\r\n }\r\n\r\n /**\r\n * Gets the vertex buffers\r\n */\r\n public abstract get vertexBuffers(): { [key: string]: VertexBuffer };\r\n\r\n /**\r\n * Gets the index buffer (or null if the object is using instancing)\r\n */\r\n public get indexBuffer(): Nullable<DataBuffer> {\r\n return null;\r\n }\r\n\r\n /**\r\n * @returns the name of the class\r\n */\r\n public getClassName(): string {\r\n return \"FluidRenderingObject\";\r\n }\r\n\r\n /** Shader language used by the object */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this object\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instantiates a fluid rendering object\r\n * @param scene The scene the object is part of\r\n * @param shaderLanguage The shader language to use\r\n */\r\n constructor(scene: Scene, shaderLanguage?: ShaderLanguage) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._effectsAreDirty = true;\r\n this._depthEffectWrapper = null;\r\n this._thicknessEffectWrapper = null;\r\n this._shaderLanguage = shaderLanguage ?? (this._engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL);\r\n }\r\n\r\n protected _createEffects(): void {\r\n const uniformNames = [\"view\", \"projection\", \"particleRadius\", \"size\"];\r\n const attributeNames = [\"position\", \"offset\"];\r\n const defines: string[] = [];\r\n\r\n this._effectsAreDirty = false;\r\n\r\n if (this.useVelocity) {\r\n attributeNames.push(\"velocity\");\r\n defines.push(\"#define FLUIDRENDERING_VELOCITY\");\r\n }\r\n\r\n if (this._scene.useRightHandedSystem) {\r\n defines.push(\"#define FLUIDRENDERING_RHS\");\r\n }\r\n\r\n this._depthEffectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n useShaderStore: true,\r\n vertexShader: \"fluidRenderingParticleDepth\",\r\n fragmentShader: \"fluidRenderingParticleDepth\",\r\n attributeNames,\r\n uniformNames,\r\n samplerNames: [],\r\n defines,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/fluidRenderingParticleDepth.vertex\"), import(\"../../ShadersWGSL/fluidRenderingParticleDepth.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/fluidRenderingParticleDepth.vertex\"), import(\"../../Shaders/fluidRenderingParticleDepth.fragment\")]);\r\n }\r\n },\r\n });\r\n\r\n uniformNames.push(\"particleAlpha\");\r\n\r\n this._thicknessEffectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n useShaderStore: true,\r\n vertexShader: \"fluidRenderingParticleThickness\",\r\n fragmentShader: \"fluidRenderingParticleThickness\",\r\n attributeNames: [\"position\", \"offset\"],\r\n uniformNames,\r\n samplerNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/fluidRenderingParticleThickness.vertex\"), import(\"../../ShadersWGSL/fluidRenderingParticleThickness.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/fluidRenderingParticleThickness.vertex\"), import(\"../../Shaders/fluidRenderingParticleThickness.fragment\")]);\r\n }\r\n },\r\n });\r\n }\r\n\r\n /**\r\n * Indicates if the object is ready to be rendered\r\n * @returns True if everything is ready for the object to be rendered, otherwise false\r\n */\r\n public isReady(): boolean {\r\n if (this._effectsAreDirty) {\r\n this._createEffects();\r\n }\r\n\r\n if (!this._depthEffectWrapper || !this._thicknessEffectWrapper) {\r\n return false;\r\n }\r\n\r\n const depthEffect = this._depthEffectWrapper.drawWrapper.effect!;\r\n const thicknessEffect = this._thicknessEffectWrapper.drawWrapper.effect!;\r\n\r\n return depthEffect.isReady() && thicknessEffect.isReady();\r\n }\r\n\r\n /**\r\n * Gets the number of particles (vertices) of this object\r\n * @returns The number of particles\r\n */\r\n public abstract get numParticles(): number;\r\n\r\n /**\r\n * Render the depth texture for this object\r\n */\r\n public renderDepthTexture(): void {\r\n const numParticles = this.numParticles;\r\n\r\n if (!this._depthEffectWrapper || numParticles === 0) {\r\n return;\r\n }\r\n\r\n const depthDrawWrapper = this._depthEffectWrapper.drawWrapper;\r\n const depthEffect = depthDrawWrapper.effect!;\r\n\r\n this._engine.enableEffect(depthDrawWrapper);\r\n this._engine.bindBuffers(this.vertexBuffers, this.indexBuffer, depthEffect);\r\n\r\n depthEffect.setMatrix(\"view\", this._scene.getViewMatrix());\r\n depthEffect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n depthEffect.setFloat2(\"size\", this._particleSize, this._particleSize);\r\n depthEffect.setFloat(\"particleRadius\", this._particleSize / 2);\r\n\r\n if (this.useInstancing) {\r\n this._engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, numParticles);\r\n } else {\r\n this._engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, numParticles);\r\n }\r\n }\r\n\r\n /**\r\n * Render the thickness texture for this object\r\n */\r\n public renderThicknessTexture(): void {\r\n const numParticles = this.numParticles;\r\n\r\n if (!this._thicknessEffectWrapper || numParticles === 0) {\r\n return;\r\n }\r\n\r\n const thicknessDrawWrapper = this._thicknessEffectWrapper.drawWrapper;\r\n const thicknessEffect = thicknessDrawWrapper.effect!;\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE);\r\n this._engine.setDepthWrite(false);\r\n\r\n this._engine.enableEffect(thicknessDrawWrapper);\r\n this._engine.bindBuffers(this.vertexBuffers, this.indexBuffer, thicknessEffect);\r\n\r\n thicknessEffect.setMatrix(\"view\", this._scene.getViewMatrix());\r\n thicknessEffect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n thicknessEffect.setFloat(\"particleAlpha\", this.particleThicknessAlpha);\r\n thicknessEffect.setFloat2(\"size\", this._particleSize, this._particleSize);\r\n\r\n if (this.useInstancing) {\r\n this._engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, numParticles);\r\n } else {\r\n this._engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, numParticles);\r\n }\r\n\r\n this._engine.setDepthWrite(true);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n /**\r\n * Render the diffuse texture for this object\r\n */\r\n public renderDiffuseTexture(): void {\r\n // do nothing by default\r\n }\r\n\r\n /**\r\n * Releases the resources used by the class\r\n */\r\n public dispose(): void {\r\n this._depthEffectWrapper?.dispose(false);\r\n this._thicknessEffectWrapper?.dispose(false);\r\n this.onParticleSizeChanged.clear();\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { VertexBuffer } from "../../Buffers/buffer.js";
1
+ import { VertexBuffer } from "../../Buffers/buffer.pure.js";
2
2
  import { type Scene } from "../../scene.js";
3
3
  import { type FloatArray } from "../../types.js";
4
4
  import { FluidRenderingObject } from "./fluidRenderingObject.js";
@@ -1,6 +1,6 @@
1
- import { VertexBuffer } from "../../Buffers/buffer.js";
1
+ import { VertexBuffer } from "../../Buffers/buffer.pure.js";
2
2
 
3
- import { EffectWrapper } from "../../Materials/effectRenderer.js";
3
+ import { EffectWrapper } from "../../Materials/effectRenderer.pure.js";
4
4
  import { FluidRenderingObject } from "./fluidRenderingObject.js";
5
5
  /**
6
6
  * Defines a rendering object based on a list of custom buffers
@@ -1 +1 @@
1
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Note that you don't have to pass all (or any!) buffers at once in the constructor, you can use the addBuffers method to add more later.\r\n * @param numParticles Number of vertices to take into account from the buffers\r\n * @param shaderLanguage The shader language to use\r\n */\r\n constructor(scene: Scene, buffers: { [key: string]: FloatArray }, numParticles: number, shaderLanguage?: ShaderLanguage) {\r\n super(scene, shaderLanguage);\r\n\r\n this._numParticles = numParticles;\r\n this._diffuseEffectWrapper = null;\r\n this._vertexBuffers = {};\r\n\r\n this.addBuffers(buffers);\r\n }\r\n\r\n /**\r\n * Add some new buffers\r\n * @param buffers List of buffers\r\n */\r\n public addBuffers(buffers: { [key: string]: FloatArray }) {\r\n for (const name in buffers) {\r\n let stride: number | undefined;\r\n let instanced = true;\r\n\r\n switch (name) {\r\n case \"velocity\":\r\n stride = 3;\r\n break;\r\n case \"offset\":\r\n instanced = false;\r\n break;\r\n }\r\n\r\n this._vertexBuffers[name] = new VertexBuffer(this._engine, buffers[name], name, true, false, stride, instanced);\r\n }\r\n }\r\n\r\n protected override _createEffects(): void {\r\n super._createEffects();\r\n\r\n const uniformNames = [\"view\", \"projection\", \"size\"];\r\n const attributeNames = [\"position\", \"offset\", \"color\"];\r\n\r\n this._diffuseEffectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n useShaderStore: true,\r\n vertexShader: \"fluidRenderingParticleDiffuse\",\r\n fragmentShader: \"fluidRenderingParticleDiffuse\",\r\n attributeNames,\r\n uniformNames,\r\n samplerNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../ShadersWGSL/fluidRenderingParticleDiffuse.fragment\");\r\n } else {\r\n await import(\"../../Shaders/fluidRenderingParticleDiffuse.fragment\");\r\n }\r\n },\r\n });\r\n }\r\n\r\n /**\r\n * Indicates if the object is ready to be rendered\r\n * @returns True if everything is ready for the object to be rendered, otherwise false\r\n */\r\n public override isReady(): boolean {\r\n if (!this._vertexBuffers[\"offset\"]) {\r\n this._vertexBuffers[\"offset\"] = new VertexBuffer(this._engine, [0, 0, 1, 0, 0, 1, 1, 1], \"offset\", false, false, 2);\r\n }\r\n\r\n return super.isReady() && (this._diffuseEffectWrapper?.effect!.isReady() ?? false);\r\n }\r\n\r\n /**\r\n * Gets the number of particles in this object\r\n * @returns The number of particles\r\n */\r\n public get numParticles(): number {\r\n return this._numParticles;\r\n }\r\n\r\n /**\r\n * Sets the number of particles in this object\r\n * @param num The number of particles to take into account\r\n */\r\n public setNumParticles(num: number) {\r\n this._numParticles = num;\r\n }\r\n\r\n /**\r\n * Render the diffuse texture for this object\r\n */\r\n public override renderDiffuseTexture(): void {\r\n const numParticles = this.numParticles;\r\n\r\n if (!this._diffuseEffectWrapper || numParticles === 0) {\r\n return;\r\n }\r\n\r\n const diffuseDrawWrapper = this._diffuseEffectWrapper.drawWrapper;\r\n const diffuseEffect = diffuseDrawWrapper.effect!;\r\n\r\n this._engine.enableEffect(diffuseDrawWrapper);\r\n this._engine.bindBuffers(this.vertexBuffers, this.indexBuffer, diffuseEffect);\r\n\r\n diffuseEffect.setMatrix(\"view\", this._scene.getViewMatrix());\r\n diffuseEffect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n if (this._particleSize !== null) {\r\n diffuseEffect.setFloat2(\"size\", this._particleSize, this._particleSize);\r\n }\r\n\r\n if (this.useInstancing) {\r\n this._engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, numParticles);\r\n } else {\r\n this._engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, numParticles);\r\n }\r\n }\r\n\r\n /**\r\n * Releases the resources used by the class\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n\r\n this._diffuseEffectWrapper?.dispose();\r\n\r\n for (const name in this._vertexBuffers) {\r\n this._vertexBuffers[name].dispose();\r\n }\r\n\r\n this._vertexBuffers = {};\r\n }\r\n}\r\n"]}
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Note that you don't have to pass all (or any!) buffers at once in the constructor, you can use the addBuffers method to add more later.\r\n * @param numParticles Number of vertices to take into account from the buffers\r\n * @param shaderLanguage The shader language to use\r\n */\r\n constructor(scene: Scene, buffers: { [key: string]: FloatArray }, numParticles: number, shaderLanguage?: ShaderLanguage) {\r\n super(scene, shaderLanguage);\r\n\r\n this._numParticles = numParticles;\r\n this._diffuseEffectWrapper = null;\r\n this._vertexBuffers = {};\r\n\r\n this.addBuffers(buffers);\r\n }\r\n\r\n /**\r\n * Add some new buffers\r\n * @param buffers List of buffers\r\n */\r\n public addBuffers(buffers: { [key: string]: FloatArray }) {\r\n for (const name in buffers) {\r\n let stride: number | undefined;\r\n let instanced = true;\r\n\r\n switch (name) {\r\n case \"velocity\":\r\n stride = 3;\r\n break;\r\n case \"offset\":\r\n instanced = false;\r\n break;\r\n }\r\n\r\n this._vertexBuffers[name] = new VertexBuffer(this._engine, buffers[name], name, true, false, stride, instanced);\r\n }\r\n }\r\n\r\n protected override _createEffects(): void {\r\n super._createEffects();\r\n\r\n const uniformNames = [\"view\", \"projection\", \"size\"];\r\n const attributeNames = [\"position\", \"offset\", \"color\"];\r\n\r\n this._diffuseEffectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n useShaderStore: true,\r\n vertexShader: \"fluidRenderingParticleDiffuse\",\r\n fragmentShader: \"fluidRenderingParticleDiffuse\",\r\n attributeNames,\r\n uniformNames,\r\n samplerNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../ShadersWGSL/fluidRenderingParticleDiffuse.fragment\");\r\n } else {\r\n await import(\"../../Shaders/fluidRenderingParticleDiffuse.fragment\");\r\n }\r\n },\r\n });\r\n }\r\n\r\n /**\r\n * Indicates if the object is ready to be rendered\r\n * @returns True if everything is ready for the object to be rendered, otherwise false\r\n */\r\n public override isReady(): boolean {\r\n if (!this._vertexBuffers[\"offset\"]) {\r\n this._vertexBuffers[\"offset\"] = new VertexBuffer(this._engine, [0, 0, 1, 0, 0, 1, 1, 1], \"offset\", false, false, 2);\r\n }\r\n\r\n return super.isReady() && (this._diffuseEffectWrapper?.effect!.isReady() ?? false);\r\n }\r\n\r\n /**\r\n * Gets the number of particles in this object\r\n * @returns The number of particles\r\n */\r\n public get numParticles(): number {\r\n return this._numParticles;\r\n }\r\n\r\n /**\r\n * Sets the number of particles in this object\r\n * @param num The number of particles to take into account\r\n */\r\n public setNumParticles(num: number) {\r\n this._numParticles = num;\r\n }\r\n\r\n /**\r\n * Render the diffuse texture for this object\r\n */\r\n public override renderDiffuseTexture(): void {\r\n const numParticles = this.numParticles;\r\n\r\n if (!this._diffuseEffectWrapper || numParticles === 0) {\r\n return;\r\n }\r\n\r\n const diffuseDrawWrapper = this._diffuseEffectWrapper.drawWrapper;\r\n const diffuseEffect = diffuseDrawWrapper.effect!;\r\n\r\n this._engine.enableEffect(diffuseDrawWrapper);\r\n this._engine.bindBuffers(this.vertexBuffers, this.indexBuffer, diffuseEffect);\r\n\r\n diffuseEffect.setMatrix(\"view\", this._scene.getViewMatrix());\r\n diffuseEffect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n if (this._particleSize !== null) {\r\n diffuseEffect.setFloat2(\"size\", this._particleSize, this._particleSize);\r\n }\r\n\r\n if (this.useInstancing) {\r\n this._engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, numParticles);\r\n } else {\r\n this._engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, numParticles);\r\n }\r\n }\r\n\r\n /**\r\n * Releases the resources used by the class\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n\r\n this._diffuseEffectWrapper?.dispose();\r\n\r\n for (const name in this._vertexBuffers) {\r\n this._vertexBuffers[name].dispose();\r\n }\r\n\r\n this._vertexBuffers = {};\r\n }\r\n}\r\n"]}
@@ -2,10 +2,10 @@ import { type Camera } from "../../Cameras/camera.js";
2
2
  import { type AbstractEngine } from "../../Engines/abstractEngine.js";
3
3
  import { type BaseTexture } from "../../Materials/Textures/baseTexture.js";
4
4
  import { type InternalTexture } from "../../Materials/Textures/internalTexture.js";
5
- import { Color3, Color4 } from "../../Maths/math.color.js";
6
- import { Matrix, Vector3 } from "../../Maths/math.vector.js";
5
+ import { Color3, Color4 } from "../../Maths/math.color.pure.js";
6
+ import { Matrix, Vector3 } from "../../Maths/math.vector.pure.js";
7
7
  import { Observable } from "../../Misc/observable.js";
8
- import { PostProcess } from "../../PostProcesses/postProcess.js";
8
+ import { PostProcess } from "../../PostProcesses/postProcess.pure.js";
9
9
  import { type Scene } from "../../scene.js";
10
10
  import { type Nullable } from "../../types.js";
11
11
  import { type FluidRenderingObject } from "./fluidRenderingObject.js";
@@ -1,8 +1,8 @@
1
1
 
2
- import { Color3, Color4 } from "../../Maths/math.color.js";
3
- import { Matrix, Vector2, Vector3 } from "../../Maths/math.vector.js";
2
+ import { Color3, Color4 } from "../../Maths/math.color.pure.js";
3
+ import { Matrix, Vector2, Vector3 } from "../../Maths/math.vector.pure.js";
4
4
  import { Observable } from "../../Misc/observable.js";
5
- import { PostProcess } from "../../PostProcesses/postProcess.js";
5
+ import { PostProcess } from "../../PostProcesses/postProcess.pure.js";
6
6
  import { FluidRenderingTextures } from "./fluidRenderingTextures.js";
7
7
  /**
8
8
  * Textures that can be displayed as a debugging tool