@onerjs/core 8.53.5 → 8.53.7

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 (841) hide show
  1. package/Animations/animationGroup.d.ts +0 -1
  2. package/Animations/animationGroup.js +0 -1
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Animations/animationGroup.pure.js +2 -0
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Animations/runtimeAnimation.js +11 -0
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/Audio/audioSceneComponent.pure.js +1 -1
  9. package/AudioV2/abstractAudio/abstractSound.d.ts +2 -1
  10. package/AudioV2/abstractAudio/abstractSound.js +7 -2
  11. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  12. package/AudioV2/abstractAudio/abstractSoundInstance.d.ts +3 -1
  13. package/AudioV2/abstractAudio/abstractSoundInstance.js.map +1 -1
  14. package/AudioV2/abstractAudio/staticSound.d.ts +6 -0
  15. package/AudioV2/abstractAudio/staticSound.js +17 -1
  16. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  17. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +4 -2
  18. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  19. package/AudioV2/abstractAudio/streamingSound.d.ts +6 -0
  20. package/AudioV2/abstractAudio/streamingSound.js +9 -1
  21. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  22. package/AudioV2/webAudio/webAudioStaticSound.d.ts +7 -1
  23. package/AudioV2/webAudio/webAudioStaticSound.js +56 -8
  24. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  25. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -1
  26. package/AudioV2/webAudio/webAudioStreamingSound.js +16 -4
  27. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  28. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +2 -2
  29. package/BakedVertexAnimation/bakedVertexAnimationManager.js +151 -121
  30. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  31. package/Behaviors/Cameras/interpolatingBehavior.d.ts +17 -2
  32. package/Behaviors/Cameras/interpolatingBehavior.js +53 -23
  33. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  34. package/Bones/bone.pure.js +3 -3
  35. package/Buffers/buffer.pure.js +0 -12
  36. package/Buffers/buffer.pure.js.map +1 -1
  37. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +141 -126
  38. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  39. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +2 -1
  40. package/Cameras/Inputs/BaseCameraPointersInput.js +290 -277
  41. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  42. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +115 -102
  43. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  44. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +3 -0
  45. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +334 -273
  46. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  47. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +273 -258
  48. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  49. package/Cameras/Inputs/arcRotateCameraPointersInput.js +237 -213
  50. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  51. package/Cameras/Inputs/flyCameraKeyboardInput.js +199 -168
  52. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  53. package/Cameras/Inputs/flyCameraMouseInput.js +243 -229
  54. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  55. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +311 -266
  56. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  57. package/Cameras/Inputs/followCameraMouseWheelInput.js +139 -119
  58. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  59. package/Cameras/Inputs/followCameraPointersInput.js +239 -203
  60. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  61. package/Cameras/Inputs/freeCameraGamepadInput.js +127 -114
  62. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  63. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +278 -244
  64. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  65. package/Cameras/Inputs/freeCameraMouseInput.js +216 -202
  66. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  67. package/Cameras/Inputs/freeCameraMouseWheelInput.js +368 -353
  68. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  69. package/Cameras/Inputs/freeCameraTouchInput.js +185 -172
  70. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  71. package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +2 -0
  72. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +291 -246
  73. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  74. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +11 -1
  75. package/Cameras/Inputs/geospatialCameraPointersInput.js +18 -2
  76. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  77. package/Cameras/Inputs/orbitCameraPointersInput.js +112 -96
  78. package/Cameras/Inputs/orbitCameraPointersInput.js.map +1 -1
  79. package/Cameras/VR/vrExperienceHelper.d.ts +0 -2
  80. package/Cameras/VR/vrExperienceHelper.js +0 -2
  81. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  82. package/Cameras/VR/vrExperienceHelper.pure.js +5 -0
  83. package/Cameras/VR/vrExperienceHelper.pure.js.map +1 -1
  84. package/Cameras/arcRotateCamera.pure.js +1559 -1479
  85. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  86. package/Cameras/camera.pure.js +1225 -1178
  87. package/Cameras/camera.pure.js.map +1 -1
  88. package/Cameras/flyCamera.pure.js +369 -351
  89. package/Cameras/flyCamera.pure.js.map +1 -1
  90. package/Cameras/followCamera.pure.js +229 -192
  91. package/Cameras/followCamera.pure.js.map +1 -1
  92. package/Cameras/freeCamera.pure.js +373 -351
  93. package/Cameras/freeCamera.pure.js.map +1 -1
  94. package/Cameras/geospatialCamera.pure.d.ts +30 -7
  95. package/Cameras/geospatialCamera.pure.js +502 -457
  96. package/Cameras/geospatialCamera.pure.js.map +1 -1
  97. package/Cameras/geospatialCameraMovement.js +2 -2
  98. package/Cameras/geospatialCameraMovement.js.map +1 -1
  99. package/Cameras/targetCamera.pure.d.ts +7 -0
  100. package/Cameras/targetCamera.pure.js +550 -509
  101. package/Cameras/targetCamera.pure.js.map +1 -1
  102. package/Cameras/universalCamera.pure.js +98 -85
  103. package/Cameras/universalCamera.pure.js.map +1 -1
  104. package/Collisions/gpuPicker.d.ts +111 -4
  105. package/Collisions/gpuPicker.js +696 -119
  106. package/Collisions/gpuPicker.js.map +1 -1
  107. package/Compute/computeShader.pure.js +372 -355
  108. package/Compute/computeShader.pure.js.map +1 -1
  109. package/Culling/Helper/transformFeedbackBoundingHelper.pure.js +2 -2
  110. package/Decorators/nodeDecorator.d.ts +11 -1
  111. package/Decorators/nodeDecorator.js +43 -6
  112. package/Decorators/nodeDecorator.js.map +1 -1
  113. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js +8 -0
  114. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js.map +1 -1
  115. package/Engines/Native/nativeHelpers.js +15 -0
  116. package/Engines/Native/nativeHelpers.js.map +1 -1
  117. package/Engines/Native/nativeInterfaces.d.ts +7 -2
  118. package/Engines/Native/nativeInterfaces.js.map +1 -1
  119. package/Engines/Native/nativeRenderTargetWrapper.d.ts +5 -0
  120. package/Engines/Native/nativeRenderTargetWrapper.js +35 -1
  121. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  122. package/Engines/Processors/shaderProcessor.js +5 -3
  123. package/Engines/Processors/shaderProcessor.js.map +1 -1
  124. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js +16 -3
  125. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js.map +1 -1
  126. package/Engines/WebGPU/webgpuClearQuad.pure.js +7 -1
  127. package/Engines/WebGPU/webgpuClearQuad.pure.js.map +1 -1
  128. package/Engines/abstractEngine.functions.d.ts +8 -2
  129. package/Engines/abstractEngine.functions.js +12 -4
  130. package/Engines/abstractEngine.functions.js.map +1 -1
  131. package/Engines/abstractEngine.pure.d.ts +20 -1
  132. package/Engines/abstractEngine.pure.js +21 -134
  133. package/Engines/abstractEngine.pure.js.map +1 -1
  134. package/Engines/engine.d.ts +208 -0
  135. package/Engines/engine.pure.js +0 -15
  136. package/Engines/engine.pure.js.map +1 -1
  137. package/Engines/nullEngine.pure.d.ts +66 -0
  138. package/Engines/nullEngine.pure.js +97 -0
  139. package/Engines/nullEngine.pure.js.map +1 -1
  140. package/Engines/thinEngine.pure.d.ts +0 -13
  141. package/Engines/thinEngine.pure.js +4 -23
  142. package/Engines/thinEngine.pure.js.map +1 -1
  143. package/Engines/thinNativeEngine.d.ts +0 -1
  144. package/Engines/thinNativeEngine.js +0 -1
  145. package/Engines/thinNativeEngine.js.map +1 -1
  146. package/Engines/thinNativeEngine.pure.d.ts +27 -0
  147. package/Engines/thinNativeEngine.pure.js +383 -17
  148. package/Engines/thinNativeEngine.pure.js.map +1 -1
  149. package/Engines/webgpuEngine.d.ts +1 -0
  150. package/Engines/webgpuEngine.js +1 -0
  151. package/Engines/webgpuEngine.js.map +1 -1
  152. package/Engines/webgpuEngine.pure.d.ts +9 -0
  153. package/Engines/webgpuEngine.pure.js +7 -0
  154. package/Engines/webgpuEngine.pure.js.map +1 -1
  155. package/FlowGraph/flowGraph.js +9 -0
  156. package/FlowGraph/flowGraph.js.map +1 -1
  157. package/FlowGraph/flowGraphContext.js +597 -584
  158. package/FlowGraph/flowGraphContext.js.map +1 -1
  159. package/FlowGraph/flowGraphDataConnection.pure.d.ts +14 -0
  160. package/FlowGraph/flowGraphDataConnection.pure.js +38 -1
  161. package/FlowGraph/flowGraphDataConnection.pure.js.map +1 -1
  162. package/FlowGraph/serialization.d.ts +11 -0
  163. package/FlowGraph/serialization.js +11 -1
  164. package/FlowGraph/serialization.js.map +1 -1
  165. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js +182 -170
  166. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js.map +1 -1
  167. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js +196 -184
  168. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js.map +1 -1
  169. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js +222 -210
  170. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js.map +1 -1
  171. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +123 -111
  172. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  173. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +158 -146
  174. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  175. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js +63 -51
  176. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js.map +1 -1
  177. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js +122 -110
  178. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js.map +1 -1
  179. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js +76 -64
  180. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js.map +1 -1
  181. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js +89 -77
  182. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js.map +1 -1
  183. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js +134 -122
  184. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js.map +1 -1
  185. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js +58 -46
  186. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js.map +1 -1
  187. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js +107 -95
  188. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js.map +1 -1
  189. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js +181 -169
  190. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js.map +1 -1
  191. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js +63 -51
  192. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js.map +1 -1
  193. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js +63 -51
  194. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js.map +1 -1
  195. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js +76 -64
  196. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js.map +1 -1
  197. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js +246 -234
  198. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js.map +1 -1
  199. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js +108 -96
  200. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js.map +1 -1
  201. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js +87 -75
  202. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js.map +1 -1
  203. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js +76 -64
  204. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js.map +1 -1
  205. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js +313 -301
  206. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js.map +1 -1
  207. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js +502 -490
  208. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js.map +1 -1
  209. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js +147 -135
  210. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js.map +1 -1
  211. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js +90 -78
  212. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js.map +1 -1
  213. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js +179 -167
  214. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js.map +1 -1
  215. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +462 -451
  216. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  217. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +265 -253
  218. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
  219. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js +204 -192
  220. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js.map +1 -1
  221. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +611 -550
  222. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  223. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js +320 -308
  224. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js.map +1 -1
  225. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js +87 -75
  226. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js.map +1 -1
  227. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js +154 -142
  228. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js.map +1 -1
  229. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js +150 -138
  230. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js.map +1 -1
  231. package/FrameGraph/Node/Blocks/inputBlock.pure.js +270 -256
  232. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  233. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js +95 -83
  234. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js.map +1 -1
  235. package/FrameGraph/Node/nodeRenderGraph.js +715 -693
  236. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  237. package/FrameGraph/Node/nodeRenderGraphBlock.js +548 -533
  238. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  239. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +2 -2
  240. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +43 -51
  241. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  242. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +0 -1
  243. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +0 -1
  244. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -1
  245. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.d.ts +0 -1
  246. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +66 -35
  247. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
  248. package/Helpers/environmentHelper.js +2 -2
  249. package/Helpers/environmentHelper.js.map +1 -1
  250. package/Layers/effectLayer.js +529 -519
  251. package/Layers/effectLayer.js.map +1 -1
  252. package/Layers/glowLayer.pure.js +428 -413
  253. package/Layers/glowLayer.pure.js.map +1 -1
  254. package/Layers/highlightLayer.pure.js +473 -458
  255. package/Layers/highlightLayer.pure.js.map +1 -1
  256. package/Layers/selectionOutlineLayer.pure.js +360 -345
  257. package/Layers/selectionOutlineLayer.pure.js.map +1 -1
  258. package/Lights/Clustered/clusteredLightContainer.pure.d.ts +1 -1
  259. package/Lights/Clustered/clusteredLightContainer.pure.js +583 -558
  260. package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
  261. package/Lights/Shadows/shadowGenerator.js +6 -1
  262. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  263. package/Lights/areaLight.pure.js +61 -39
  264. package/Lights/areaLight.pure.js.map +1 -1
  265. package/Lights/directionalLight.pure.js +308 -284
  266. package/Lights/directionalLight.pure.js.map +1 -1
  267. package/Lights/hemisphericLight.pure.js +123 -104
  268. package/Lights/hemisphericLight.pure.js.map +1 -1
  269. package/Lights/light.d.ts +5 -3
  270. package/Lights/light.js +869 -827
  271. package/Lights/light.js.map +1 -1
  272. package/Lights/pointLight.pure.js +185 -174
  273. package/Lights/pointLight.pure.js.map +1 -1
  274. package/Lights/rectAreaLight.pure.d.ts +17 -0
  275. package/Lights/rectAreaLight.pure.js +238 -159
  276. package/Lights/rectAreaLight.pure.js.map +1 -1
  277. package/Lights/shadowLight.js +280 -268
  278. package/Lights/shadowLight.js.map +1 -1
  279. package/Lights/spotLight.pure.js +460 -427
  280. package/Lights/spotLight.pure.js.map +1 -1
  281. package/Loading/Plugins/babylonFileLoader.pure.js +17 -5
  282. package/Loading/Plugins/babylonFileLoader.pure.js.map +1 -1
  283. package/Loading/sceneLoader.d.ts +5 -1
  284. package/Loading/sceneLoader.js +299 -402
  285. package/Loading/sceneLoader.js.map +1 -1
  286. package/Materials/Background/backgroundMaterial.pure.d.ts +18 -18
  287. package/Materials/Background/backgroundMaterial.pure.js +949 -794
  288. package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
  289. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.d.ts +15 -0
  290. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +34 -1
  291. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  292. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +9 -0
  293. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +26 -2
  294. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  295. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.d.ts +2 -1
  296. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +169 -149
  297. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
  298. package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js +1 -1
  299. package/Materials/Node/Blocks/Dual/lightBlock.pure.js +442 -429
  300. package/Materials/Node/Blocks/Dual/lightBlock.pure.js.map +1 -1
  301. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js +396 -383
  302. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js.map +1 -1
  303. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js +237 -220
  304. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js.map +1 -1
  305. package/Materials/Node/Blocks/Dual/textureBlock.pure.js +1 -1
  306. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js +150 -133
  307. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js.map +1 -1
  308. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +265 -250
  309. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  310. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js +159 -142
  311. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js.map +1 -1
  312. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +214 -201
  313. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
  314. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.pure.js +419 -400
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  841. package/tslib.es6.js +304 -150
@@ -1,5 +1,5 @@
1
1
  /** This file must only contain pure code and pure imports */
2
- import { __decorate } from "../../../../tslib.es6.js";
2
+ import { __esDecorate, __runInitializers } from "../../../../tslib.es6.js";
3
3
  import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
4
4
  import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
5
5
  import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
@@ -14,94 +14,107 @@ import { RegisterClass } from "../../../../Misc/typeStore.js";
14
14
  /**
15
15
  * Block used to evaluate screen spaceambient occlusion in a shader
16
16
  */
17
- export class AmbientOcclusionBlock extends NodeMaterialBlock {
18
- /**
19
- * Create a new AmbientOcclusionBlock
20
- * @param name defines the block name
21
- */
22
- constructor(name) {
23
- super(name, NodeMaterialBlockTargets.Fragment);
24
- /**
25
- * Defines the radius around the analyzed pixel used by the SSAO post-process
26
- */
27
- this.radius = 0.0001;
28
- /**
29
- * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
30
- * Must not be equal to fallOff and superior to fallOff.
31
- */
32
- this.area = 0.0075;
33
- /**
34
- * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
35
- * Must not be equal to area and inferior to area.
36
- */
37
- this.fallOff = 0.000001;
38
- this.registerInput("source", NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.VertexAndFragment, new NodeMaterialConnectionPointCustomObject("source", this, 0 /* NodeMaterialConnectionPointDirection.Input */, ImageSourceBlock, "ImageSourceBlock"));
39
- this.registerInput("screenSize", NodeMaterialBlockConnectionPointTypes.Vector2);
40
- this.registerOutput("occlusion", NodeMaterialBlockConnectionPointTypes.Float);
41
- }
42
- /**
43
- * Gets the current class name
44
- * @returns the class name
45
- */
46
- getClassName() {
47
- return "AmbientOcclusionBlock";
48
- }
49
- /**
50
- * Gets the source component
51
- */
52
- get source() {
53
- return this._inputs[0];
54
- }
55
- /**
56
- * Gets the screenSize component
57
- */
58
- get screenSize() {
59
- return this._inputs[1];
60
- }
61
- /**
62
- * Gets the occlusion output
63
- */
64
- get occlusion() {
65
- return this._outputs[0];
66
- }
67
- /**
68
- * Bind data to effect
69
- * @param effect - the effect to bind to
70
- */
71
- bind(effect) {
72
- if (!this._randomTexture) {
73
- this._createRandomTexture(effect.getEngine());
74
- }
75
- effect.setTexture(this._randomSamplerName, this._randomTexture);
76
- }
77
- _createRandomTexture(engine) {
78
- const size = 512;
79
- const data = new Uint8Array(size * size * 4);
80
- for (let index = 0; index < data.length;) {
81
- data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);
82
- data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);
83
- data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);
84
- data[index++] = 255;
85
- }
86
- const texture = RawTexture.CreateRGBATexture(data, size, size, engine, false, false, 2);
87
- texture.name = "SSAORandomTexture";
88
- texture.wrapU = Texture.WRAP_ADDRESSMODE;
89
- texture.wrapV = Texture.WRAP_ADDRESSMODE;
90
- this._randomTexture = texture;
91
- }
92
- _buildBlock(state) {
93
- super._buildBlock(state);
94
- if (!this.source.connectedPoint) {
95
- return this;
96
- }
97
- state.sharedData.bindableBlocks.push(this);
98
- const depthSource = this.source.connectedPoint.ownerBlock;
99
- const occlusion = this._outputs[0];
100
- const screenSize = this.screenSize;
101
- let functionString;
102
- // Get view position from depth
103
- if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
104
- functionString = `fn normalFromDepth(depth: f32, coords: vec2f, radius: f32) -> vec3f {
17
+ let AmbientOcclusionBlock = (() => {
18
+ var _a;
19
+ let _classSuper = NodeMaterialBlock;
20
+ let _radius_decorators;
21
+ let _radius_initializers = [];
22
+ let _radius_extraInitializers = [];
23
+ let _area_decorators;
24
+ let _area_initializers = [];
25
+ let _area_extraInitializers = [];
26
+ let _fallOff_decorators;
27
+ let _fallOff_initializers = [];
28
+ let _fallOff_extraInitializers = [];
29
+ return _a = class AmbientOcclusionBlock extends _classSuper {
30
+ /**
31
+ * Create a new AmbientOcclusionBlock
32
+ * @param name defines the block name
33
+ */
34
+ constructor(name) {
35
+ super(name, NodeMaterialBlockTargets.Fragment);
36
+ /**
37
+ * Defines the radius around the analyzed pixel used by the SSAO post-process
38
+ */
39
+ this.radius = __runInitializers(this, _radius_initializers, 0.0001);
40
+ /**
41
+ * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
42
+ * Must not be equal to fallOff and superior to fallOff.
43
+ */
44
+ this.area = (__runInitializers(this, _radius_extraInitializers), __runInitializers(this, _area_initializers, 0.0075));
45
+ /**
46
+ * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
47
+ * Must not be equal to area and inferior to area.
48
+ */
49
+ this.fallOff = (__runInitializers(this, _area_extraInitializers), __runInitializers(this, _fallOff_initializers, 0.000001));
50
+ __runInitializers(this, _fallOff_extraInitializers);
51
+ this.registerInput("source", NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.VertexAndFragment, new NodeMaterialConnectionPointCustomObject("source", this, 0 /* NodeMaterialConnectionPointDirection.Input */, ImageSourceBlock, "ImageSourceBlock"));
52
+ this.registerInput("screenSize", NodeMaterialBlockConnectionPointTypes.Vector2);
53
+ this.registerOutput("occlusion", NodeMaterialBlockConnectionPointTypes.Float);
54
+ }
55
+ /**
56
+ * Gets the current class name
57
+ * @returns the class name
58
+ */
59
+ getClassName() {
60
+ return "AmbientOcclusionBlock";
61
+ }
62
+ /**
63
+ * Gets the source component
64
+ */
65
+ get source() {
66
+ return this._inputs[0];
67
+ }
68
+ /**
69
+ * Gets the screenSize component
70
+ */
71
+ get screenSize() {
72
+ return this._inputs[1];
73
+ }
74
+ /**
75
+ * Gets the occlusion output
76
+ */
77
+ get occlusion() {
78
+ return this._outputs[0];
79
+ }
80
+ /**
81
+ * Bind data to effect
82
+ * @param effect - the effect to bind to
83
+ */
84
+ bind(effect) {
85
+ if (!this._randomTexture) {
86
+ this._createRandomTexture(effect.getEngine());
87
+ }
88
+ effect.setTexture(this._randomSamplerName, this._randomTexture);
89
+ }
90
+ _createRandomTexture(engine) {
91
+ const size = 512;
92
+ const data = new Uint8Array(size * size * 4);
93
+ for (let index = 0; index < data.length;) {
94
+ data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);
95
+ data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);
96
+ data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);
97
+ data[index++] = 255;
98
+ }
99
+ const texture = RawTexture.CreateRGBATexture(data, size, size, engine, false, false, 2);
100
+ texture.name = "SSAORandomTexture";
101
+ texture.wrapU = Texture.WRAP_ADDRESSMODE;
102
+ texture.wrapV = Texture.WRAP_ADDRESSMODE;
103
+ this._randomTexture = texture;
104
+ }
105
+ _buildBlock(state) {
106
+ super._buildBlock(state);
107
+ if (!this.source.connectedPoint) {
108
+ return this;
109
+ }
110
+ state.sharedData.bindableBlocks.push(this);
111
+ const depthSource = this.source.connectedPoint.ownerBlock;
112
+ const occlusion = this._outputs[0];
113
+ const screenSize = this.screenSize;
114
+ let functionString;
115
+ // Get view position from depth
116
+ if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
117
+ functionString = `fn normalFromDepth(depth: f32, coords: vec2f, radius: f32) -> vec3f {
105
118
  let offset1: vec2f = vec2f(0.0, radius);
106
119
  let offset2: vec2f = vec2f(radius, 0.0);
107
120
 
@@ -117,9 +130,9 @@ export class AmbientOcclusionBlock extends NodeMaterialBlock {
117
130
  return normalize(normal);
118
131
  }
119
132
  `;
120
- }
121
- else {
122
- functionString = `vec3 normalFromDepth(float depth, vec2 coords, float radius) {
133
+ }
134
+ else {
135
+ functionString = `vec3 normalFromDepth(float depth, vec2 coords, float radius) {
123
136
  vec2 offset1 = vec2(0.0, radius);
124
137
  vec2 offset2 = vec2(radius, 0.0);
125
138
 
@@ -135,13 +148,13 @@ export class AmbientOcclusionBlock extends NodeMaterialBlock {
135
148
  return normalize(normal);
136
149
  }
137
150
  `;
138
- }
139
- state._emitFunction("normalFromDepth", functionString, "// normalFromDepth function");
140
- // Calculate ambient occlusion
141
- this._randomSamplerName = state._getFreeVariableName("randomSampler");
142
- state._emit2DSampler(this._randomSamplerName);
143
- if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
144
- functionString = `
151
+ }
152
+ state._emitFunction("normalFromDepth", functionString, "// normalFromDepth function");
153
+ // Calculate ambient occlusion
154
+ this._randomSamplerName = state._getFreeVariableName("randomSampler");
155
+ state._emit2DSampler(this._randomSamplerName);
156
+ if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
157
+ functionString = `
145
158
  const sampleSphere: array<vec3f, 16> = array<vec3f, 16>(
146
159
  vec3f( 0.5381, 0.1856, -0.4319),
147
160
  vec3f( 0.1379, 0.2486, 0.4430),
@@ -190,9 +203,9 @@ export class AmbientOcclusionBlock extends NodeMaterialBlock {
190
203
  return clamp(1.0 - occlusion / 16.0, 0.0, 1.0);
191
204
  }
192
205
  `;
193
- }
194
- else {
195
- functionString = `
206
+ }
207
+ else {
208
+ functionString = `
196
209
  const vec3 sampleSphere[16] = vec3[](
197
210
  vec3( 0.5381, 0.1856, -0.4319),
198
211
  vec3( 0.1379, 0.2486, 0.4430),
@@ -241,37 +254,41 @@ export class AmbientOcclusionBlock extends NodeMaterialBlock {
241
254
  return clamp(1.0 - occlusion / 16.0, 0.0, 1.0);
242
255
  }
243
256
  `;
244
- }
245
- state._emitFunction("computeOcclusion", functionString, "// computeOcclusion function");
246
- state.compilationString += state._declareOutput(occlusion) + ` = computeOcclusion(${screenSize.associatedVariableName});`;
247
- return this;
248
- }
249
- /**
250
- * Releases the resources held by the block
251
- */
252
- dispose() {
253
- if (this._randomTexture) {
254
- this._randomTexture.dispose();
255
- this._randomTexture = null;
256
- }
257
- super.dispose();
258
- }
259
- }
260
- __decorate([
261
- editableInPropertyPage("radius", 1 /* PropertyTypeForEdition.Float */, "ADVANCED", {
262
- min: 0.0001,
263
- })
264
- ], AmbientOcclusionBlock.prototype, "radius", void 0);
265
- __decorate([
266
- editableInPropertyPage("area", 1 /* PropertyTypeForEdition.Float */, "ADVANCED", {
267
- min: 0,
268
- })
269
- ], AmbientOcclusionBlock.prototype, "area", void 0);
270
- __decorate([
271
- editableInPropertyPage("fallOff", 1 /* PropertyTypeForEdition.Float */, "ADVANCED", {
272
- min: 0,
273
- })
274
- ], AmbientOcclusionBlock.prototype, "fallOff", void 0);
257
+ }
258
+ state._emitFunction("computeOcclusion", functionString, "// computeOcclusion function");
259
+ state.compilationString += state._declareOutput(occlusion) + ` = computeOcclusion(${screenSize.associatedVariableName});`;
260
+ return this;
261
+ }
262
+ /**
263
+ * Releases the resources held by the block
264
+ */
265
+ dispose() {
266
+ if (this._randomTexture) {
267
+ this._randomTexture.dispose();
268
+ this._randomTexture = null;
269
+ }
270
+ super.dispose();
271
+ }
272
+ },
273
+ (() => {
274
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0;
275
+ _radius_decorators = [editableInPropertyPage("radius", 1 /* PropertyTypeForEdition.Float */, "ADVANCED", {
276
+ min: 0.0001,
277
+ })];
278
+ _area_decorators = [editableInPropertyPage("area", 1 /* PropertyTypeForEdition.Float */, "ADVANCED", {
279
+ min: 0,
280
+ })];
281
+ _fallOff_decorators = [editableInPropertyPage("fallOff", 1 /* PropertyTypeForEdition.Float */, "ADVANCED", {
282
+ min: 0,
283
+ })];
284
+ __esDecorate(null, null, _radius_decorators, { kind: "field", name: "radius", static: false, private: false, access: { has: obj => "radius" in obj, get: obj => obj.radius, set: (obj, value) => { obj.radius = value; } }, metadata: _metadata }, _radius_initializers, _radius_extraInitializers);
285
+ __esDecorate(null, null, _area_decorators, { kind: "field", name: "area", static: false, private: false, access: { has: obj => "area" in obj, get: obj => obj.area, set: (obj, value) => { obj.area = value; } }, metadata: _metadata }, _area_initializers, _area_extraInitializers);
286
+ __esDecorate(null, null, _fallOff_decorators, { kind: "field", name: "fallOff", static: false, private: false, access: { has: obj => "fallOff" in obj, get: obj => obj.fallOff, set: (obj, value) => { obj.fallOff = value; } }, metadata: _metadata }, _fallOff_initializers, _fallOff_extraInitializers);
287
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
288
+ })(),
289
+ _a;
290
+ })();
291
+ export { AmbientOcclusionBlock };
275
292
  let _Registered = false;
276
293
  /**
277
294
  * Register side effects for ambientOcclusionBlock.
@@ -1 +1 @@
1
- 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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialConnectionPointDirection, type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { RandomRange } from \"../../../../Maths/math.scalar.functions\";\r\nimport { RawTexture } from \"../../../Textures/rawTexture\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport { Texture } from \"../../../Textures/texture.pure\";\r\nimport { type Effect } from \"../../../effect.pure\";\r\nimport { type AbstractEngine } from \"../../../../Engines/abstractEngine.pure\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { ImageSourceBlock } from \"../Dual/imageSourceBlock.pure\";\r\nimport { type DepthSourceBlock } from \"../Dual/depthSourceBlock.pure\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used to evaluate screen spaceambient occlusion in a shader\r\n */\r\nexport class AmbientOcclusionBlock extends NodeMaterialBlock {\r\n private _randomTexture: Texture;\r\n private _randomSamplerName: string;\r\n\r\n /**\r\n * Defines the radius around the analyzed pixel used by the SSAO post-process\r\n */\r\n @editableInPropertyPage(\"radius\", PropertyTypeForEdition.Float, \"ADVANCED\", {\r\n min: 0.0001,\r\n })\r\n public radius = 0.0001;\r\n\r\n /**\r\n * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel\r\n * Must not be equal to fallOff and superior to fallOff.\r\n */\r\n @editableInPropertyPage(\"area\", PropertyTypeForEdition.Float, \"ADVANCED\", {\r\n min: 0,\r\n })\r\n public area = 0.0075;\r\n\r\n /**\r\n * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel\r\n * Must not be equal to area and inferior to area.\r\n */\r\n @editableInPropertyPage(\"fallOff\", PropertyTypeForEdition.Float, \"ADVANCED\", {\r\n min: 0,\r\n })\r\n public fallOff = 0.000001;\r\n\r\n /**\r\n * Create a new AmbientOcclusionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n this.registerInput(\"screenSize\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerOutput(\"occlusion\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"AmbientOcclusionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the source component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the screenSize component\r\n */\r\n public get screenSize(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the occlusion output\r\n */\r\n public get occlusion(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n */\r\n public override bind(effect: Effect) {\r\n if (!this._randomTexture) {\r\n this._createRandomTexture(effect.getEngine());\r\n }\r\n\r\n effect.setTexture(this._randomSamplerName, this._randomTexture);\r\n }\r\n\r\n private _createRandomTexture(engine: AbstractEngine): void {\r\n const size = 512;\r\n\r\n const data = new Uint8Array(size * size * 4);\r\n for (let index = 0; index < data.length; ) {\r\n data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);\r\n data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);\r\n data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);\r\n data[index++] = 255;\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(data, size, size, engine, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n texture.name = \"SSAORandomTexture\";\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture = texture;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.source.connectedPoint) {\r\n return this;\r\n }\r\n\r\n state.sharedData.bindableBlocks.push(this);\r\n const depthSource = this.source.connectedPoint!.ownerBlock as DepthSourceBlock;\r\n\r\n const occlusion = this._outputs[0];\r\n const screenSize = this.screenSize;\r\n\r\n let functionString: string;\r\n\r\n // Get view position from depth\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n functionString = `fn normalFromDepth(depth: f32, coords: vec2f, radius: f32) -> vec3f {\r\n let offset1: vec2f = vec2f(0.0, radius);\r\n let offset2: vec2f = vec2f(radius, 0.0);\r\n\r\n let depth1: f32 = textureSampleLevel(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, coords + offset1, 0.0).r;\r\n let depth2: f32 = textureSampleLevel(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, coords + offset2, 0.0).r;\r\n\r\n let p1: vec3f = vec3f(offset1, depth1 - depth);\r\n let p2: vec3f = vec3f(offset2, depth2 - depth);\r\n\r\n var normal: vec3f = cross(p1, p2);\r\n normal.z = -normal.z;\r\n\r\n return normalize(normal);\r\n }\r\n `;\r\n } else {\r\n functionString = `vec3 normalFromDepth(float depth, vec2 coords, float radius) {\r\n vec2 offset1 = vec2(0.0, radius);\r\n vec2 offset2 = vec2(radius, 0.0);\r\n\r\n float depth1 = textureLod(${depthSource.samplerName}, coords + offset1, 0.0).r;\r\n float depth2 = textureLod(${depthSource.samplerName}, coords + offset2, 0.0).r;\r\n\r\n vec3 p1 = vec3(offset1, depth1 - depth);\r\n vec3 p2 = vec3(offset2, depth2 - depth);\r\n\r\n vec3 normal = cross(p1, p2);\r\n normal.z = -normal.z;\r\n\r\n return normalize(normal);\r\n }\r\n `;\r\n }\r\n\r\n state._emitFunction(\"normalFromDepth\", functionString, \"// normalFromDepth function\");\r\n\r\n // Calculate ambient occlusion\r\n this._randomSamplerName = state._getFreeVariableName(\"randomSampler\");\r\n\r\n state._emit2DSampler(this._randomSamplerName);\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n functionString = `\r\n const sampleSphere: array<vec3f, 16> = array<vec3f, 16>(\r\n vec3f( 0.5381, 0.1856, -0.4319),\r\n vec3f( 0.1379, 0.2486, 0.4430),\r\n vec3f( 0.3371, 0.5679, -0.0057),\r\n vec3f(-0.6999, -0.0451, -0.0019),\r\n vec3f( 0.0689, -0.1598, -0.8547),\r\n vec3f( 0.0560, 0.0069, -0.1843),\r\n vec3f(-0.0146, 0.1402, 0.0762),\r\n vec3f( 0.0100, -0.1924, -0.0344),\r\n vec3f(-0.3577, -0.5301, -0.4358),\r\n vec3f(-0.3169, 0.1063, 0.0158),\r\n vec3f( 0.0103, -0.5869, 0.0046),\r\n vec3f(-0.0897, -0.4940, 0.3287),\r\n vec3f( 0.7119, -0.0154, -0.0918),\r\n vec3f(-0.0533, 0.0596, -0.5411),\r\n vec3f( 0.0352, -0.0631, 0.5460),\r\n vec3f(-0.4776, 0.2847, -0.0271)\r\n );\r\n\r\n fn computeOcclusion(screenSize: vec2f) -> f32 {\r\n let uv: vec2f = fragmentInputs.position.xy / screenSize;\r\n let random: vec3f = normalize(textureSampleLevel(${this._randomSamplerName}, ${this._randomSamplerName}Sampler, uv * 4.0, 0.0).rgb);\r\n let depth: f32 = textureSampleLevel(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, uv, 0.0).r;\r\n let position: vec3f = vec3f(uv, depth);\r\n let normal: vec3f = normalFromDepth(depth, uv, ${this.radius}f);\r\n\r\n let radiusDepth: f32 = ${this.radius}f / depth;\r\n var occlusion: f32 = 0.0;\r\n\r\n var ray: vec3f;\r\n var hemiRay: vec3f;\r\n var occlusionDepth: f32;\r\n var difference: f32;\r\n\r\n for (var i: i32 = 0; i < 16; i++)\r\n {\r\n ray = radiusDepth * reflect(sampleSphere[i], random);\r\n hemiRay = position + sign(dot(ray, normal)) * ray;\r\n\r\n occlusionDepth = textureSample(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, clamp(hemiRay.xy, vec2f(0.001, 0.001), vec2f(0.999, 0.999))).r;\r\n difference = depth - occlusionDepth;\r\n\r\n occlusion += step(${this.fallOff}f, difference) * (1.0 - smoothstep(${this.fallOff}f, ${this.area}f, difference));\r\n }\r\n\r\n return clamp(1.0 - occlusion / 16.0, 0.0, 1.0);\r\n }\r\n `;\r\n } else {\r\n functionString = `\r\n const vec3 sampleSphere[16] = vec3[](\r\n vec3( 0.5381, 0.1856, -0.4319),\r\n vec3( 0.1379, 0.2486, 0.4430),\r\n vec3( 0.3371, 0.5679, -0.0057),\r\n vec3(-0.6999, -0.0451, -0.0019),\r\n vec3( 0.0689, -0.1598, -0.8547),\r\n vec3( 0.0560, 0.0069, -0.1843),\r\n vec3(-0.0146, 0.1402, 0.0762),\r\n vec3( 0.0100, -0.1924, -0.0344),\r\n vec3(-0.3577, -0.5301, -0.4358),\r\n vec3(-0.3169, 0.1063, 0.0158),\r\n vec3( 0.0103, -0.5869, 0.0046),\r\n vec3(-0.0897, -0.4940, 0.3287),\r\n vec3( 0.7119, -0.0154, -0.0918),\r\n vec3(-0.0533, 0.0596, -0.5411),\r\n vec3( 0.0352, -0.0631, 0.5460),\r\n vec3(-0.4776, 0.2847, -0.0271)\r\n );\r\n\r\n float computeOcclusion(vec2 screenSize) {\r\n vec2 uv = gl_FragCoord.xy / screenSize;\r\n vec3 random = normalize(textureLod(${this._randomSamplerName}, uv * 4., 0.0).rgb);\r\n float depth = textureLod(${depthSource.samplerName}, uv, 0.0).r; \r\n vec3 position = vec3(uv, depth);\r\n vec3 normal = normalFromDepth(depth, uv, ${this.radius} );\r\n\r\n float radiusDepth = ${this.radius} / depth;\r\n float occlusion = 0.0;\r\n\r\n vec3 ray;\r\n vec3 hemiRay;\r\n float occlusionDepth;\r\n float difference;\r\n\r\n for (int i = 0; i < 16; i++)\r\n {\r\n ray = radiusDepth * reflect(sampleSphere[i], random);\r\n hemiRay = position + sign(dot(ray, normal)) * ray;\r\n\r\n occlusionDepth = texture2D(${depthSource.samplerName}, clamp(hemiRay.xy, vec2(0.001, 0.001), vec2(0.999, 0.999))).r;\r\n difference = depth - occlusionDepth;\r\n\r\n occlusion += step(${this.fallOff}, difference) * (1.0 - smoothstep(${this.fallOff}, ${this.area}, difference));\r\n }\r\n\r\n return clamp(1.0 - occlusion / 16.0, 0.0, 1.0);\r\n }\r\n `;\r\n }\r\n\r\n state._emitFunction(\"computeOcclusion\", functionString, \"// computeOcclusion function\");\r\n\r\n state.compilationString += state._declareOutput(occlusion) + ` = computeOcclusion(${screenSize.associatedVariableName});`;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Releases the resources held by the block\r\n */\r\n public override dispose(): void {\r\n if (this._randomTexture) {\r\n this._randomTexture.dispose();\r\n this._randomTexture = null!;\r\n }\r\n super.dispose();\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for ambientOcclusionBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterAmbientOcclusionBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.AmbientOcclusionBlock\", AmbientOcclusionBlock);\r\n}\r\n"]}
1
+ 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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialConnectionPointDirection, type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { RandomRange } from \"../../../../Maths/math.scalar.functions\";\r\nimport { RawTexture } from \"../../../Textures/rawTexture\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport { Texture } from \"../../../Textures/texture.pure\";\r\nimport { type Effect } from \"../../../effect.pure\";\r\nimport { type AbstractEngine } from \"../../../../Engines/abstractEngine.pure\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { ImageSourceBlock } from \"../Dual/imageSourceBlock.pure\";\r\nimport { type DepthSourceBlock } from \"../Dual/depthSourceBlock.pure\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used to evaluate screen spaceambient occlusion in a shader\r\n */\r\nexport class AmbientOcclusionBlock extends NodeMaterialBlock {\r\n private _randomTexture: Texture;\r\n private _randomSamplerName: string;\r\n\r\n /**\r\n * Defines the radius around the analyzed pixel used by the SSAO post-process\r\n */\r\n @editableInPropertyPage(\"radius\", PropertyTypeForEdition.Float, \"ADVANCED\", {\r\n min: 0.0001,\r\n })\r\n public radius = 0.0001;\r\n\r\n /**\r\n * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel\r\n * Must not be equal to fallOff and superior to fallOff.\r\n */\r\n @editableInPropertyPage(\"area\", PropertyTypeForEdition.Float, \"ADVANCED\", {\r\n min: 0,\r\n })\r\n public area = 0.0075;\r\n\r\n /**\r\n * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel\r\n * Must not be equal to area and inferior to area.\r\n */\r\n @editableInPropertyPage(\"fallOff\", PropertyTypeForEdition.Float, \"ADVANCED\", {\r\n min: 0,\r\n })\r\n public fallOff = 0.000001;\r\n\r\n /**\r\n * Create a new AmbientOcclusionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n this.registerInput(\"screenSize\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this.registerOutput(\"occlusion\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"AmbientOcclusionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the source component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the screenSize component\r\n */\r\n public get screenSize(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the occlusion output\r\n */\r\n public get occlusion(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n */\r\n public override bind(effect: Effect) {\r\n if (!this._randomTexture) {\r\n this._createRandomTexture(effect.getEngine());\r\n }\r\n\r\n effect.setTexture(this._randomSamplerName, this._randomTexture);\r\n }\r\n\r\n private _createRandomTexture(engine: AbstractEngine): void {\r\n const size = 512;\r\n\r\n const data = new Uint8Array(size * size * 4);\r\n for (let index = 0; index < data.length; ) {\r\n data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);\r\n data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);\r\n data[index++] = Math.floor(Math.max(0.0, RandomRange(-1.0, 1.0)) * 255);\r\n data[index++] = 255;\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(data, size, size, engine, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n texture.name = \"SSAORandomTexture\";\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture = texture;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.source.connectedPoint) {\r\n return this;\r\n }\r\n\r\n state.sharedData.bindableBlocks.push(this);\r\n const depthSource = this.source.connectedPoint!.ownerBlock as DepthSourceBlock;\r\n\r\n const occlusion = this._outputs[0];\r\n const screenSize = this.screenSize;\r\n\r\n let functionString: string;\r\n\r\n // Get view position from depth\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n functionString = `fn normalFromDepth(depth: f32, coords: vec2f, radius: f32) -> vec3f {\r\n let offset1: vec2f = vec2f(0.0, radius);\r\n let offset2: vec2f = vec2f(radius, 0.0);\r\n\r\n let depth1: f32 = textureSampleLevel(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, coords + offset1, 0.0).r;\r\n let depth2: f32 = textureSampleLevel(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, coords + offset2, 0.0).r;\r\n\r\n let p1: vec3f = vec3f(offset1, depth1 - depth);\r\n let p2: vec3f = vec3f(offset2, depth2 - depth);\r\n\r\n var normal: vec3f = cross(p1, p2);\r\n normal.z = -normal.z;\r\n\r\n return normalize(normal);\r\n }\r\n `;\r\n } else {\r\n functionString = `vec3 normalFromDepth(float depth, vec2 coords, float radius) {\r\n vec2 offset1 = vec2(0.0, radius);\r\n vec2 offset2 = vec2(radius, 0.0);\r\n\r\n float depth1 = textureLod(${depthSource.samplerName}, coords + offset1, 0.0).r;\r\n float depth2 = textureLod(${depthSource.samplerName}, coords + offset2, 0.0).r;\r\n\r\n vec3 p1 = vec3(offset1, depth1 - depth);\r\n vec3 p2 = vec3(offset2, depth2 - depth);\r\n\r\n vec3 normal = cross(p1, p2);\r\n normal.z = -normal.z;\r\n\r\n return normalize(normal);\r\n }\r\n `;\r\n }\r\n\r\n state._emitFunction(\"normalFromDepth\", functionString, \"// normalFromDepth function\");\r\n\r\n // Calculate ambient occlusion\r\n this._randomSamplerName = state._getFreeVariableName(\"randomSampler\");\r\n\r\n state._emit2DSampler(this._randomSamplerName);\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n functionString = `\r\n const sampleSphere: array<vec3f, 16> = array<vec3f, 16>(\r\n vec3f( 0.5381, 0.1856, -0.4319),\r\n vec3f( 0.1379, 0.2486, 0.4430),\r\n vec3f( 0.3371, 0.5679, -0.0057),\r\n vec3f(-0.6999, -0.0451, -0.0019),\r\n vec3f( 0.0689, -0.1598, -0.8547),\r\n vec3f( 0.0560, 0.0069, -0.1843),\r\n vec3f(-0.0146, 0.1402, 0.0762),\r\n vec3f( 0.0100, -0.1924, -0.0344),\r\n vec3f(-0.3577, -0.5301, -0.4358),\r\n vec3f(-0.3169, 0.1063, 0.0158),\r\n vec3f( 0.0103, -0.5869, 0.0046),\r\n vec3f(-0.0897, -0.4940, 0.3287),\r\n vec3f( 0.7119, -0.0154, -0.0918),\r\n vec3f(-0.0533, 0.0596, -0.5411),\r\n vec3f( 0.0352, -0.0631, 0.5460),\r\n vec3f(-0.4776, 0.2847, -0.0271)\r\n );\r\n\r\n fn computeOcclusion(screenSize: vec2f) -> f32 {\r\n let uv: vec2f = fragmentInputs.position.xy / screenSize;\r\n let random: vec3f = normalize(textureSampleLevel(${this._randomSamplerName}, ${this._randomSamplerName}Sampler, uv * 4.0, 0.0).rgb);\r\n let depth: f32 = textureSampleLevel(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, uv, 0.0).r;\r\n let position: vec3f = vec3f(uv, depth);\r\n let normal: vec3f = normalFromDepth(depth, uv, ${this.radius}f);\r\n\r\n let radiusDepth: f32 = ${this.radius}f / depth;\r\n var occlusion: f32 = 0.0;\r\n\r\n var ray: vec3f;\r\n var hemiRay: vec3f;\r\n var occlusionDepth: f32;\r\n var difference: f32;\r\n\r\n for (var i: i32 = 0; i < 16; i++)\r\n {\r\n ray = radiusDepth * reflect(sampleSphere[i], random);\r\n hemiRay = position + sign(dot(ray, normal)) * ray;\r\n\r\n occlusionDepth = textureSample(${depthSource.samplerName}, ${depthSource.samplerName}Sampler, clamp(hemiRay.xy, vec2f(0.001, 0.001), vec2f(0.999, 0.999))).r;\r\n difference = depth - occlusionDepth;\r\n\r\n occlusion += step(${this.fallOff}f, difference) * (1.0 - smoothstep(${this.fallOff}f, ${this.area}f, difference));\r\n }\r\n\r\n return clamp(1.0 - occlusion / 16.0, 0.0, 1.0);\r\n }\r\n `;\r\n } else {\r\n functionString = `\r\n const vec3 sampleSphere[16] = vec3[](\r\n vec3( 0.5381, 0.1856, -0.4319),\r\n vec3( 0.1379, 0.2486, 0.4430),\r\n vec3( 0.3371, 0.5679, -0.0057),\r\n vec3(-0.6999, -0.0451, -0.0019),\r\n vec3( 0.0689, -0.1598, -0.8547),\r\n vec3( 0.0560, 0.0069, -0.1843),\r\n vec3(-0.0146, 0.1402, 0.0762),\r\n vec3( 0.0100, -0.1924, -0.0344),\r\n vec3(-0.3577, -0.5301, -0.4358),\r\n vec3(-0.3169, 0.1063, 0.0158),\r\n vec3( 0.0103, -0.5869, 0.0046),\r\n vec3(-0.0897, -0.4940, 0.3287),\r\n vec3( 0.7119, -0.0154, -0.0918),\r\n vec3(-0.0533, 0.0596, -0.5411),\r\n vec3( 0.0352, -0.0631, 0.5460),\r\n vec3(-0.4776, 0.2847, -0.0271)\r\n );\r\n\r\n float computeOcclusion(vec2 screenSize) {\r\n vec2 uv = gl_FragCoord.xy / screenSize;\r\n vec3 random = normalize(textureLod(${this._randomSamplerName}, uv * 4., 0.0).rgb);\r\n float depth = textureLod(${depthSource.samplerName}, uv, 0.0).r; \r\n vec3 position = vec3(uv, depth);\r\n vec3 normal = normalFromDepth(depth, uv, ${this.radius} );\r\n\r\n float radiusDepth = ${this.radius} / depth;\r\n float occlusion = 0.0;\r\n\r\n vec3 ray;\r\n vec3 hemiRay;\r\n float occlusionDepth;\r\n float difference;\r\n\r\n for (int i = 0; i < 16; i++)\r\n {\r\n ray = radiusDepth * reflect(sampleSphere[i], random);\r\n hemiRay = position + sign(dot(ray, normal)) * ray;\r\n\r\n occlusionDepth = texture2D(${depthSource.samplerName}, clamp(hemiRay.xy, vec2(0.001, 0.001), vec2(0.999, 0.999))).r;\r\n difference = depth - occlusionDepth;\r\n\r\n occlusion += step(${this.fallOff}, difference) * (1.0 - smoothstep(${this.fallOff}, ${this.area}, difference));\r\n }\r\n\r\n return clamp(1.0 - occlusion / 16.0, 0.0, 1.0);\r\n }\r\n `;\r\n }\r\n\r\n state._emitFunction(\"computeOcclusion\", functionString, \"// computeOcclusion function\");\r\n\r\n state.compilationString += state._declareOutput(occlusion) + ` = computeOcclusion(${screenSize.associatedVariableName});`;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Releases the resources held by the block\r\n */\r\n public override dispose(): void {\r\n if (this._randomTexture) {\r\n this._randomTexture.dispose();\r\n this._randomTexture = null!;\r\n }\r\n super.dispose();\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for ambientOcclusionBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterAmbientOcclusionBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.AmbientOcclusionBlock\", AmbientOcclusionBlock);\r\n}\r\n"]}