@onerjs/core 8.55.8 → 8.56.1

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 (423) hide show
  1. package/Animations/animation.pure.js +2 -2
  2. package/Animations/animation.pure.js.map +1 -1
  3. package/Animations/runtimeAnimation.js +4 -0
  4. package/Animations/runtimeAnimation.js.map +1 -1
  5. package/AudioV2/webAudio/webAudioEngine.d.ts +7 -0
  6. package/AudioV2/webAudio/webAudioEngine.js +6 -5
  7. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  8. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  9. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  10. package/Behaviors/Meshes/followBehavior.js +1 -0
  11. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  12. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -0
  13. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  14. package/Cameras/Inputs/followCameraMouseWheelInput.js +2 -2
  15. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  16. package/Cameras/Inputs/followCameraPointersInput.d.ts +15 -0
  17. package/Cameras/Inputs/followCameraPointersInput.js +18 -3
  18. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  19. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
  20. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  21. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.pure.js +1 -1
  22. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.pure.js.map +1 -1
  23. package/Cameras/arcRotateCamera.pure.js +1 -1
  24. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  25. package/Collisions/gpuPicker.d.ts +1 -0
  26. package/Collisions/gpuPicker.js +5 -4
  27. package/Collisions/gpuPicker.js.map +1 -1
  28. package/Culling/Helper/boundingInfoHelper.js +9 -5
  29. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  30. package/Culling/boundingSphere.js +7 -4
  31. package/Culling/boundingSphere.js.map +1 -1
  32. package/Engines/AbstractEngine/abstractEngine.textureLoaders.d.ts +5 -1
  33. package/Engines/AbstractEngine/abstractEngine.textureLoaders.js +7 -3
  34. package/Engines/AbstractEngine/abstractEngine.textureLoaders.js.map +1 -1
  35. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.d.ts +6 -0
  36. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.js +16 -0
  37. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.js.map +1 -0
  38. package/Engines/AbstractEngine/pure.d.ts +1 -0
  39. package/Engines/AbstractEngine/pure.js +1 -0
  40. package/Engines/AbstractEngine/pure.js.map +1 -1
  41. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js +1 -1
  42. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js.map +1 -1
  43. package/Engines/IDrawContext.d.ts +2 -0
  44. package/Engines/IDrawContext.js.map +1 -1
  45. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js +48 -6
  46. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js.map +1 -1
  47. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  48. package/Engines/Native/nativeInterfaces.js.map +1 -1
  49. package/Engines/WebGPU/webgpuDrawContext.d.ts +8 -0
  50. package/Engines/WebGPU/webgpuDrawContext.js +15 -0
  51. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  52. package/Engines/abstractEngine.pure.js +2 -2
  53. package/Engines/abstractEngine.pure.js.map +1 -1
  54. package/Engines/engine.d.ts +21 -4
  55. package/Engines/thinNativeEngine.pure.d.ts +6 -1
  56. package/Engines/thinNativeEngine.pure.js +29 -2
  57. package/Engines/thinNativeEngine.pure.js.map +1 -1
  58. package/Engines/webgpuEngine.d.ts +1 -0
  59. package/Engines/webgpuEngine.js +1 -0
  60. package/Engines/webgpuEngine.js.map +1 -1
  61. package/Engines/webgpuEngine.pure.d.ts +10 -0
  62. package/Engines/webgpuEngine.pure.js +15 -1
  63. package/Engines/webgpuEngine.pure.js.map +1 -1
  64. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.d.ts +3 -63
  65. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.js +5 -71
  66. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.js.map +1 -1
  67. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.pure.d.ts +71 -0
  68. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.pure.js +86 -0
  69. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.pure.js.map +1 -0
  70. package/FlowGraph/Blocks/Data/pure.d.ts +1 -0
  71. package/FlowGraph/Blocks/Data/pure.js +1 -0
  72. package/FlowGraph/Blocks/Data/pure.js.map +1 -1
  73. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.d.ts +3 -37
  74. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.js +5 -39
  75. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.js.map +1 -1
  76. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.pure.d.ts +45 -0
  77. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.pure.js +54 -0
  78. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.pure.js.map +1 -0
  79. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.d.ts +3 -17
  80. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.js +5 -22
  81. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.js.map +1 -1
  82. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.pure.d.ts +25 -0
  83. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.pure.js +37 -0
  84. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.pure.js.map +1 -0
  85. package/FlowGraph/Blocks/Event/pure.d.ts +2 -0
  86. package/FlowGraph/Blocks/Event/pure.js +2 -0
  87. package/FlowGraph/Blocks/Event/pure.js.map +1 -1
  88. package/FlowGraph/Blocks/flowGraphBlockFactory.d.ts +1 -1
  89. package/FlowGraph/Blocks/flowGraphBlockFactory.js +198 -172
  90. package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
  91. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +2 -5
  92. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
  93. package/FrameGraph/frameGraph.js +10 -1
  94. package/FrameGraph/frameGraph.js.map +1 -1
  95. package/Gamepads/gamepadManager.d.ts +1 -0
  96. package/Gamepads/gamepadManager.js +5 -2
  97. package/Gamepads/gamepadManager.js.map +1 -1
  98. package/Gizmos/scaleGizmo.js +1 -0
  99. package/Gizmos/scaleGizmo.js.map +1 -1
  100. package/Lights/IES/iesLoader.js +6 -8
  101. package/Lights/IES/iesLoader.js.map +1 -1
  102. package/Lights/Shadows/cascadedShadowGenerator.pure.js +4 -6
  103. package/Lights/Shadows/cascadedShadowGenerator.pure.js.map +1 -1
  104. package/Lights/Shadows/shadowGenerator.js +2 -2
  105. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  106. package/Lights/light.js +3 -5
  107. package/Lights/light.js.map +1 -1
  108. package/Lights/spotLight.pure.js +1 -1
  109. package/Lights/spotLight.pure.js.map +1 -1
  110. package/Materials/Background/backgroundMaterial.pure.d.ts +1 -1
  111. package/Materials/Background/backgroundMaterial.pure.js +3 -12
  112. package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
  113. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +2 -0
  114. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  115. package/Materials/Node/Blocks/Fragment/TBNBlock.pure.js +1 -1
  116. package/Materials/Node/Blocks/Fragment/TBNBlock.pure.js.map +1 -1
  117. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +2 -0
  118. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
  119. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js +1 -0
  120. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js.map +1 -1
  121. package/Materials/Node/Blocks/powBlock.pure.js +2 -1
  122. package/Materials/Node/Blocks/powBlock.pure.js.map +1 -1
  123. package/Materials/Node/Blocks/triPlanarBlock.pure.js +14 -12
  124. package/Materials/Node/Blocks/triPlanarBlock.pure.js.map +1 -1
  125. package/Materials/Node/nodeMaterial.pure.d.ts +1 -0
  126. package/Materials/Node/nodeMaterialBuildState.d.ts +3 -3
  127. package/Materials/PBR/openpbrMaterial.pure.d.ts +2 -1
  128. package/Materials/PBR/openpbrMaterial.pure.js +3 -12
  129. package/Materials/PBR/openpbrMaterial.pure.js.map +1 -1
  130. package/Materials/PBR/pbrBaseMaterial.pure.d.ts +2 -1
  131. package/Materials/PBR/pbrBaseMaterial.pure.js +3 -12
  132. package/Materials/PBR/pbrBaseMaterial.pure.js.map +1 -1
  133. package/Materials/Textures/index.d.ts +1 -0
  134. package/Materials/Textures/index.js +1 -0
  135. package/Materials/Textures/index.js.map +1 -1
  136. package/Materials/Textures/renderTargetTexture.pure.js +1 -1
  137. package/Materials/Textures/renderTargetTexture.pure.js.map +1 -1
  138. package/Materials/drawWrapper.js +3 -0
  139. package/Materials/drawWrapper.js.map +1 -1
  140. package/Materials/imageProcessingConfiguration.defines.d.ts +3 -0
  141. package/Materials/imageProcessingConfiguration.defines.js +2 -0
  142. package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
  143. package/Materials/imageProcessingConfiguration.functions.js +3 -0
  144. package/Materials/imageProcessingConfiguration.functions.js.map +1 -1
  145. package/Materials/imageProcessingConfiguration.pure.d.ts +58 -0
  146. package/Materials/imageProcessingConfiguration.pure.js +123 -2
  147. package/Materials/imageProcessingConfiguration.pure.js.map +1 -1
  148. package/Materials/material.pure.js +2 -2
  149. package/Materials/material.pure.js.map +1 -1
  150. package/Materials/standardMaterial.pure.d.ts +2 -1
  151. package/Materials/standardMaterial.pure.js +4 -13
  152. package/Materials/standardMaterial.pure.js.map +1 -1
  153. package/Materials/uniformBuffer.d.ts +29 -0
  154. package/Materials/uniformBuffer.js +146 -0
  155. package/Materials/uniformBuffer.js.map +1 -1
  156. package/Maths/colorTemperature.functions.d.ts +29 -0
  157. package/Maths/colorTemperature.functions.js +196 -0
  158. package/Maths/colorTemperature.functions.js.map +1 -0
  159. package/Maths/index.d.ts +1 -0
  160. package/Maths/index.js +1 -0
  161. package/Maths/index.js.map +1 -1
  162. package/Maths/math.path.js +1 -1
  163. package/Maths/math.path.js.map +1 -1
  164. package/Maths/math.polar.js +1 -1
  165. package/Maths/math.polar.js.map +1 -1
  166. package/Maths/math.vector.pure.js +4 -3
  167. package/Maths/math.vector.pure.js.map +1 -1
  168. package/Maths/pure.d.ts +1 -0
  169. package/Maths/pure.js +1 -0
  170. package/Maths/pure.js.map +1 -1
  171. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +72 -0
  172. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +164 -1
  173. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  174. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +2 -1
  175. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +36 -18
  176. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  177. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.pure.d.ts +5 -4
  178. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.pure.js +25 -8
  179. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.pure.js.map +1 -1
  180. package/Meshes/GreasedLine/greasedLineRibbonMesh.pure.js +3 -3
  181. package/Meshes/GreasedLine/greasedLineRibbonMesh.pure.js.map +1 -1
  182. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.pure.js +1 -1
  183. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.pure.js.map +1 -1
  184. package/Meshes/Node/Blocks/geometryOptimizeBlock.pure.js +2 -2
  185. package/Meshes/Node/Blocks/geometryOptimizeBlock.pure.js.map +1 -1
  186. package/Meshes/Node/Blocks/mappingBlock.pure.js +2 -2
  187. package/Meshes/Node/Blocks/mappingBlock.pure.js.map +1 -1
  188. package/Meshes/csg.js +5 -5
  189. package/Meshes/csg.js.map +1 -1
  190. package/Meshes/groundMesh.pure.js +1 -1
  191. package/Meshes/groundMesh.pure.js.map +1 -1
  192. package/Meshes/mesh.pure.js +2 -2
  193. package/Meshes/mesh.pure.js.map +1 -1
  194. package/Misc/deepMerger.js +1 -1
  195. package/Misc/deepMerger.js.map +1 -1
  196. package/Misc/dumpTools.pure.js +1 -1
  197. package/Misc/dumpTools.pure.js.map +1 -1
  198. package/Misc/index.d.ts +1 -0
  199. package/Misc/index.js +1 -0
  200. package/Misc/index.js.map +1 -1
  201. package/Misc/observable.pure.js +1 -3
  202. package/Misc/observable.pure.js.map +1 -1
  203. package/Misc/pure.d.ts +1 -0
  204. package/Misc/pure.js +1 -0
  205. package/Misc/pure.js.map +1 -1
  206. package/Misc/shaderImportLoader.d.ts +25 -0
  207. package/Misc/shaderImportLoader.js +54 -0
  208. package/Misc/shaderImportLoader.js.map +1 -0
  209. package/Misc/tools.pure.js +1 -1
  210. package/Misc/tools.pure.js.map +1 -1
  211. package/Particles/Node/Blocks/particleClampBlock.pure.d.ts +0 -1
  212. package/Particles/Node/Blocks/particleClampBlock.pure.js +1 -6
  213. package/Particles/Node/Blocks/particleClampBlock.pure.js.map +1 -1
  214. package/Particles/Node/Blocks/particleMathBlock.pure.js +1 -1
  215. package/Particles/Node/Blocks/particleMathBlock.pure.js.map +1 -1
  216. package/Particles/Node/Blocks/particleNLerpBlock.pure.js +8 -3
  217. package/Particles/Node/Blocks/particleNLerpBlock.pure.js.map +1 -1
  218. package/Particles/Node/Blocks/particleSmoothStepBlock.pure.js +3 -2
  219. package/Particles/Node/Blocks/particleSmoothStepBlock.pure.js.map +1 -1
  220. package/Particles/Node/Blocks/particleStepBlock.pure.js +3 -2
  221. package/Particles/Node/Blocks/particleStepBlock.pure.js.map +1 -1
  222. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.pure.js +1 -1
  223. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.pure.js.map +1 -1
  224. package/PostProcesses/depthOfFieldEffect.js +1 -1
  225. package/PostProcesses/depthOfFieldEffect.js.map +1 -1
  226. package/PostProcesses/imageProcessingPostProcess.d.ts +41 -1
  227. package/PostProcesses/imageProcessingPostProcess.js +41 -1
  228. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  229. package/PostProcesses/screenSpaceCurvaturePostProcess.pure.js +1 -1
  230. package/PostProcesses/screenSpaceCurvaturePostProcess.pure.js.map +1 -1
  231. package/PostProcesses/sharpenPostProcess.pure.js +1 -1
  232. package/PostProcesses/sharpenPostProcess.pure.js.map +1 -1
  233. package/PostProcesses/thinImageProcessingPostProcess.d.ts +50 -0
  234. package/PostProcesses/thinImageProcessingPostProcess.js +65 -0
  235. package/PostProcesses/thinImageProcessingPostProcess.js.map +1 -1
  236. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.d.ts +12 -0
  237. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.js +22 -0
  238. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.js.map +1 -0
  239. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.d.ts +1 -0
  240. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js +39 -0
  241. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js.map +1 -1
  242. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.d.ts +12 -0
  243. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +17 -5
  244. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
  245. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.d.ts +14 -0
  246. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js +122 -6
  247. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js.map +1 -1
  248. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +7 -0
  249. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +17 -0
  250. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  251. package/Rendering/IBLShadows/pure.d.ts +1 -0
  252. package/Rendering/IBLShadows/pure.js +1 -0
  253. package/Rendering/IBLShadows/pure.js.map +1 -1
  254. package/Rendering/boundingBoxRenderer.pure.js +3 -3
  255. package/Rendering/boundingBoxRenderer.pure.js.map +1 -1
  256. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +11 -0
  257. package/Rendering/fluidRenderer/fluidRenderingObject.js +36 -14
  258. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  259. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +5 -0
  260. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +16 -3
  261. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  262. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +5 -0
  263. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +12 -0
  264. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  265. package/Rendering/iblCdfGenerator.js +10 -1
  266. package/Rendering/iblCdfGenerator.js.map +1 -1
  267. package/Rendering/outlineRenderer.pure.js +1 -0
  268. package/Rendering/outlineRenderer.pure.js.map +1 -1
  269. package/Rendering/subSurfaceConfiguration.js +1 -1
  270. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  271. package/Rendering/subSurfaceSceneComponent.pure.d.ts +1 -1
  272. package/Rendering/subSurfaceSceneComponent.pure.js +1 -1
  273. package/Rendering/subSurfaceSceneComponent.pure.js.map +1 -1
  274. package/Rendering/utilityLayerRenderer.js +1 -1
  275. package/Rendering/utilityLayerRenderer.js.map +1 -1
  276. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +1 -1
  277. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  278. package/Shaders/ShadersInclude/helperFunctions.js +2 -2
  279. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  280. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -0
  281. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  282. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -0
  283. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  284. package/Shaders/ShadersInclude/openpbrDirectLighting.js +34 -4
  285. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  286. package/Shaders/ShadersInclude/openpbrIblFunctions.js +8 -2
  287. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  288. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +5 -0
  289. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  290. package/Shaders/fluidRenderingParticleDepth.vertex.js +7 -1
  291. package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -1
  292. package/Shaders/fluidRenderingParticleDiffuse.vertex.js +7 -1
  293. package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  294. package/Shaders/fluidRenderingParticleThickness.vertex.js +7 -1
  295. package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -1
  296. package/Shaders/gaussianSplattingVoxel.fragment.js +4 -10
  297. package/Shaders/gaussianSplattingVoxel.fragment.js.map +1 -1
  298. package/Shaders/iblCombineVoxelGrids.fragment.js +1 -1
  299. package/Shaders/iblCombineVoxelGrids.fragment.js.map +1 -1
  300. package/Shaders/iblShadowVoxelTracing.fragment.js +24 -7
  301. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  302. package/ShadersWGSL/ShadersInclude/iblVoxelOpacityAtomicMax.d.ts +5 -0
  303. package/ShadersWGSL/ShadersInclude/iblVoxelOpacityAtomicMax.js +13 -0
  304. package/ShadersWGSL/ShadersInclude/iblVoxelOpacityAtomicMax.js.map +1 -0
  305. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js +3 -0
  306. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  307. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +3 -0
  308. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  309. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +35 -5
  310. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  311. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +1 -1
  312. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -1
  313. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +8 -2
  314. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  315. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +5 -0
  316. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  317. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +16 -4
  318. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
  319. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +15 -3
  320. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  321. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +15 -3
  322. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
  323. package/ShadersWGSL/gaussianSplattingVoxel.fragment.js +15 -9
  324. package/ShadersWGSL/gaussianSplattingVoxel.fragment.js.map +1 -1
  325. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +1 -1
  326. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js.map +1 -1
  327. package/ShadersWGSL/iblCopyVoxelBufferToGrid.compute.d.ts +5 -0
  328. package/ShadersWGSL/iblCopyVoxelBufferToGrid.compute.js +14 -0
  329. package/ShadersWGSL/iblCopyVoxelBufferToGrid.compute.js.map +1 -0
  330. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +24 -7
  331. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  332. package/ShadersWGSL/iblVoxelGrid.fragment.js +26 -6
  333. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
  334. package/SmartAssets/smartAssetManager.pure.js +1 -1
  335. package/SmartAssets/smartAssetManager.pure.js.map +1 -1
  336. package/Sprites/thinSprite.js +1 -1
  337. package/Sprites/thinSprite.js.map +1 -1
  338. package/XR/features/Layers/WebXRCompositionLayer.d.ts +182 -12
  339. package/XR/features/Layers/WebXRCompositionLayer.js +272 -3
  340. package/XR/features/Layers/WebXRCompositionLayer.js.map +1 -1
  341. package/XR/features/Layers/WebXRFallbackLayer.d.ts +84 -0
  342. package/XR/features/Layers/WebXRFallbackLayer.js +137 -0
  343. package/XR/features/Layers/WebXRFallbackLayer.js.map +1 -0
  344. package/XR/features/Layers/WebXRWebGPUCompositionLayer.d.ts +4 -4
  345. package/XR/features/Layers/WebXRWebGPUCompositionLayer.js.map +1 -1
  346. package/XR/features/WebXRAnchorSystem.pure.d.ts +45 -0
  347. package/XR/features/WebXRAnchorSystem.pure.js +153 -13
  348. package/XR/features/WebXRAnchorSystem.pure.js.map +1 -1
  349. package/XR/features/WebXRControllerPointerSelection.pure.js +2 -1
  350. package/XR/features/WebXRControllerPointerSelection.pure.js.map +1 -1
  351. package/XR/features/WebXRControllerTeleportation.pure.js +2 -1
  352. package/XR/features/WebXRControllerTeleportation.pure.js.map +1 -1
  353. package/XR/features/WebXRDepthSensing.pure.d.ts +21 -0
  354. package/XR/features/WebXRDepthSensing.pure.js +42 -0
  355. package/XR/features/WebXRDepthSensing.pure.js.map +1 -1
  356. package/XR/features/WebXRHandTracking.pure.js +2 -0
  357. package/XR/features/WebXRHandTracking.pure.js.map +1 -1
  358. package/XR/features/WebXRLayers.pure.d.ts +183 -8
  359. package/XR/features/WebXRLayers.pure.js +531 -99
  360. package/XR/features/WebXRLayers.pure.js.map +1 -1
  361. package/XR/features/WebXRLayersFallback.d.ts +5 -0
  362. package/XR/features/WebXRLayersFallback.js +8 -0
  363. package/XR/features/WebXRLayersFallback.js.map +1 -0
  364. package/XR/features/WebXRLayersFallback.pure.d.ts +6 -0
  365. package/XR/features/WebXRLayersFallback.pure.js +44 -0
  366. package/XR/features/WebXRLayersFallback.pure.js.map +1 -0
  367. package/XR/features/WebXRLightEstimation.pure.d.ts +3 -4
  368. package/XR/features/WebXRLightEstimation.pure.js +22 -21
  369. package/XR/features/WebXRLightEstimation.pure.js.map +1 -1
  370. package/XR/features/WebXRMeshDetector.pure.d.ts +5 -0
  371. package/XR/features/WebXRMeshDetector.pure.js +1 -0
  372. package/XR/features/WebXRMeshDetector.pure.js.map +1 -1
  373. package/XR/features/WebXRNearInteraction.pure.js +3 -3
  374. package/XR/features/WebXRNearInteraction.pure.js.map +1 -1
  375. package/XR/features/WebXRPlaneDetector.pure.d.ts +9 -5
  376. package/XR/features/WebXRPlaneDetector.pure.js +12 -8
  377. package/XR/features/WebXRPlaneDetector.pure.js.map +1 -1
  378. package/XR/features/WebXRTrackedSources.d.ts +5 -0
  379. package/XR/features/WebXRTrackedSources.js +8 -0
  380. package/XR/features/WebXRTrackedSources.js.map +1 -0
  381. package/XR/features/WebXRTrackedSources.pure.d.ts +70 -0
  382. package/XR/features/WebXRTrackedSources.pure.js +153 -0
  383. package/XR/features/WebXRTrackedSources.pure.js.map +1 -0
  384. package/XR/features/index.d.ts +1 -0
  385. package/XR/features/index.js +1 -0
  386. package/XR/features/index.js.map +1 -1
  387. package/XR/features/pure.d.ts +2 -0
  388. package/XR/features/pure.js +2 -0
  389. package/XR/features/pure.js.map +1 -1
  390. package/XR/motionController/webXRAbstractMotionController.d.ts +53 -1
  391. package/XR/motionController/webXRAbstractMotionController.js +61 -0
  392. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  393. package/XR/webXRCamera.d.ts +2 -0
  394. package/XR/webXRCamera.js +8 -2
  395. package/XR/webXRCamera.js.map +1 -1
  396. package/XR/webXRDefaultExperience.js +8 -4
  397. package/XR/webXRDefaultExperience.js.map +1 -1
  398. package/XR/webXRExperienceHelper.js +86 -44
  399. package/XR/webXRExperienceHelper.js.map +1 -1
  400. package/XR/webXRFeaturesManager.d.ts +9 -0
  401. package/XR/webXRFeaturesManager.js +4 -0
  402. package/XR/webXRFeaturesManager.js.map +1 -1
  403. package/XR/webXRGraphicsBinding.d.ts +29 -0
  404. package/XR/webXRGraphicsBinding.js +40 -0
  405. package/XR/webXRGraphicsBinding.js.map +1 -1
  406. package/XR/webXRInputSource.js +1 -1
  407. package/XR/webXRInputSource.js.map +1 -1
  408. package/XR/webXRLayerWrapper.d.ts +26 -10
  409. package/XR/webXRLayerWrapper.js +19 -7
  410. package/XR/webXRLayerWrapper.js.map +1 -1
  411. package/XR/webXRRenderTargetTextureProvider.d.ts +4 -4
  412. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  413. package/XR/webXRSessionManager.d.ts +45 -0
  414. package/XR/webXRSessionManager.js +174 -29
  415. package/XR/webXRSessionManager.js.map +1 -1
  416. package/XR/webXRWebGLRenderTargetTextureProvider.d.ts +2 -1
  417. package/XR/webXRWebGLRenderTargetTextureProvider.js.map +1 -1
  418. package/XR/webXRWebGPURenderTargetTextureProvider.d.ts +3 -3
  419. package/XR/webXRWebGPURenderTargetTextureProvider.js.map +1 -1
  420. package/package.json +1 -1
  421. package/scene.pure.d.ts +5 -0
  422. package/scene.pure.js +25 -0
  423. package/scene.pure.js.map +1 -1
@@ -59,6 +59,7 @@ export class FluidRenderingObject {
59
59
  * @param shaderLanguage The shader language to use
60
60
  */
61
61
  constructor(scene, shaderLanguage) {
62
+ this._usesPerParticleSizeAttribute = false;
62
63
  /** Defines the priority of the object. Objects will be rendered in ascending order of priority */
63
64
  this.priority = 0;
64
65
  this._particleSize = 0.1;
@@ -76,27 +77,39 @@ export class FluidRenderingObject {
76
77
  this._thicknessEffectWrapper = null;
77
78
  this._shaderLanguage = shaderLanguage ?? (this._engine.isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */);
78
79
  }
80
+ /**
81
+ * Override to return false if this object's buffers have an incompatible "size" layout.
82
+ * @returns true if the per-particle size attribute is supported
83
+ */
84
+ _supportsPerParticleSizeAttribute() {
85
+ return true;
86
+ }
79
87
  _createEffects() {
80
- const uniformNames = ["view", "projection", "particleRadius", "size"];
81
- const attributeNames = ["position", "offset"];
82
- const defines = [];
88
+ // "size" is a uniform, or a per-particle attribute when UsePerParticleSizeAttribute is set (and supported).
89
+ const perParticleSize = FluidRenderingObject.UsePerParticleSizeAttribute && this._supportsPerParticleSizeAttribute();
90
+ this._usesPerParticleSizeAttribute = perParticleSize;
91
+ const baseAttributeNames = perParticleSize ? ["position", "offset", "size"] : ["position", "offset"];
92
+ const baseUniformNames = perParticleSize ? ["view", "projection", "particleRadius"] : ["view", "projection", "particleRadius", "size"];
93
+ const defines = perParticleSize ? ["#define FLUIDRENDERING_PER_PARTICLE_SIZE"] : [];
83
94
  this._effectsAreDirty = false;
95
+ const depthAttributeNames = baseAttributeNames.slice();
96
+ const depthDefines = defines.slice();
84
97
  if (this.useVelocity) {
85
- attributeNames.push("velocity");
86
- defines.push("#define FLUIDRENDERING_VELOCITY");
98
+ depthAttributeNames.push("velocity");
99
+ depthDefines.push("#define FLUIDRENDERING_VELOCITY");
87
100
  }
88
101
  if (this._scene.useRightHandedSystem) {
89
- defines.push("#define FLUIDRENDERING_RHS");
102
+ depthDefines.push("#define FLUIDRENDERING_RHS");
90
103
  }
91
104
  this._depthEffectWrapper = new EffectWrapper({
92
105
  engine: this._engine,
93
106
  useShaderStore: true,
94
107
  vertexShader: "fluidRenderingParticleDepth",
95
108
  fragmentShader: "fluidRenderingParticleDepth",
96
- attributeNames,
97
- uniformNames,
109
+ attributeNames: depthAttributeNames,
110
+ uniformNames: baseUniformNames.slice(),
98
111
  samplerNames: [],
99
- defines,
112
+ defines: depthDefines,
100
113
  shaderLanguage: this._shaderLanguage,
101
114
  extraInitializationsAsync: async () => {
102
115
  if (this._shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
@@ -107,15 +120,15 @@ export class FluidRenderingObject {
107
120
  }
108
121
  },
109
122
  });
110
- uniformNames.push("particleAlpha");
111
123
  this._thicknessEffectWrapper = new EffectWrapper({
112
124
  engine: this._engine,
113
125
  useShaderStore: true,
114
126
  vertexShader: "fluidRenderingParticleThickness",
115
127
  fragmentShader: "fluidRenderingParticleThickness",
116
- attributeNames: ["position", "offset"],
117
- uniformNames,
128
+ attributeNames: baseAttributeNames.slice(),
129
+ uniformNames: [...baseUniformNames, "particleAlpha"],
118
130
  samplerNames: [],
131
+ defines: defines.slice(),
119
132
  shaderLanguage: this._shaderLanguage,
120
133
  extraInitializationsAsync: async () => {
121
134
  if (this._shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
@@ -156,7 +169,9 @@ export class FluidRenderingObject {
156
169
  this._engine.bindBuffers(this.vertexBuffers, this.indexBuffer, depthEffect);
157
170
  depthEffect.setMatrix("view", this._scene.getViewMatrix());
158
171
  depthEffect.setMatrix("projection", this._scene.getProjectionMatrix());
159
- depthEffect.setFloat2("size", this._particleSize, this._particleSize);
172
+ if (!this._usesPerParticleSizeAttribute) {
173
+ depthEffect.setFloat2("size", this._particleSize, this._particleSize);
174
+ }
160
175
  depthEffect.setFloat("particleRadius", this._particleSize / 2);
161
176
  if (this.useInstancing) {
162
177
  this._engine.drawArraysType(7, 0, 4, numParticles);
@@ -182,7 +197,9 @@ export class FluidRenderingObject {
182
197
  thicknessEffect.setMatrix("view", this._scene.getViewMatrix());
183
198
  thicknessEffect.setMatrix("projection", this._scene.getProjectionMatrix());
184
199
  thicknessEffect.setFloat("particleAlpha", this.particleThicknessAlpha);
185
- thicknessEffect.setFloat2("size", this._particleSize, this._particleSize);
200
+ if (!this._usesPerParticleSizeAttribute) {
201
+ thicknessEffect.setFloat2("size", this._particleSize, this._particleSize);
202
+ }
186
203
  if (this.useInstancing) {
187
204
  this._engine.drawArraysType(7, 0, 4, numParticles);
188
205
  }
@@ -207,4 +224,9 @@ export class FluidRenderingObject {
207
224
  this.onParticleSizeChanged.clear();
208
225
  }
209
226
  }
227
+ /**
228
+ * Uses each particle's own "size" vertex attribute instead
229
+ * of a single uniform size for all particles (default: false, opt-in).
230
+ */
231
+ FluidRenderingObject.UsePerParticleSizeAttribute = false;
210
232
  //# sourceMappingURL=fluidRenderingObject.js.map
@@ -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.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"]}
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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 /**\r\n * Uses each particle's own \"size\" vertex attribute instead\r\n * of a single uniform size for all particles (default: false, opt-in).\r\n */\r\n public static UsePerParticleSizeAttribute = false;\r\n protected _usesPerParticleSizeAttribute = false;\r\n\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. 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(this._engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL);\r\n }\r\n\r\n /**\r\n * Override to return false if this object's buffers have an incompatible \"size\" layout.\r\n * @returns true if the per-particle size attribute is supported\r\n */\r\n protected _supportsPerParticleSizeAttribute(): boolean {\r\n return true;\r\n }\r\n\r\n protected _createEffects(): void {\r\n // \"size\" is a uniform, or a per-particle attribute when UsePerParticleSizeAttribute is set (and supported).\r\n const perParticleSize = FluidRenderingObject.UsePerParticleSizeAttribute && this._supportsPerParticleSizeAttribute();\r\n this._usesPerParticleSizeAttribute = perParticleSize;\r\n\r\n const baseAttributeNames = perParticleSize ? [\"position\", \"offset\", \"size\"] : [\"position\", \"offset\"];\r\n const baseUniformNames = perParticleSize ? [\"view\", \"projection\", \"particleRadius\"] : [\"view\", \"projection\", \"particleRadius\", \"size\"];\r\n const defines: string[] = perParticleSize ? [\"#define FLUIDRENDERING_PER_PARTICLE_SIZE\"] : [];\r\n\r\n this._effectsAreDirty = false;\r\n\r\n const depthAttributeNames = baseAttributeNames.slice();\r\n const depthDefines = defines.slice();\r\n\r\n if (this.useVelocity) {\r\n depthAttributeNames.push(\"velocity\");\r\n depthDefines.push(\"#define FLUIDRENDERING_VELOCITY\");\r\n }\r\n\r\n if (this._scene.useRightHandedSystem) {\r\n depthDefines.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: depthAttributeNames,\r\n uniformNames: baseUniformNames.slice(),\r\n samplerNames: [],\r\n defines: depthDefines,\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 this._thicknessEffectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n useShaderStore: true,\r\n vertexShader: \"fluidRenderingParticleThickness\",\r\n fragmentShader: \"fluidRenderingParticleThickness\",\r\n attributeNames: baseAttributeNames.slice(),\r\n uniformNames: [...baseUniformNames, \"particleAlpha\"],\r\n samplerNames: [],\r\n defines: defines.slice(),\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 if (!this._usesPerParticleSizeAttribute) {\r\n depthEffect.setFloat2(\"size\", this._particleSize, this._particleSize);\r\n }\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 if (!this._usesPerParticleSizeAttribute) {\r\n thicknessEffect.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 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"]}
@@ -38,6 +38,11 @@ export declare class FluidRenderingObjectCustomParticles extends FluidRenderingO
38
38
  addBuffers(buffers: {
39
39
  [key: string]: FloatArray;
40
40
  }): void;
41
+ /**
42
+ * Per-particle sizing needs an actual "size" buffer; custom buffers are optional.
43
+ * @returns true if a "size" buffer was supplied
44
+ */
45
+ protected _supportsPerParticleSizeAttribute(): boolean;
41
46
  protected _createEffects(): void;
42
47
  /**
43
48
  * Indicates if the object is ready to be rendered
@@ -45,6 +45,10 @@ export class FluidRenderingObjectCustomParticles extends FluidRenderingObject {
45
45
  case "velocity":
46
46
  stride = 3;
47
47
  break;
48
+ case "size":
49
+ stride = 2;
50
+ this._effectsAreDirty = true;
51
+ break;
48
52
  case "offset":
49
53
  instanced = false;
50
54
  break;
@@ -52,10 +56,18 @@ export class FluidRenderingObjectCustomParticles extends FluidRenderingObject {
52
56
  this._vertexBuffers[name] = new VertexBuffer(this._engine, buffers[name], name, true, false, stride, instanced);
53
57
  }
54
58
  }
59
+ /**
60
+ * Per-particle sizing needs an actual "size" buffer; custom buffers are optional.
61
+ * @returns true if a "size" buffer was supplied
62
+ */
63
+ _supportsPerParticleSizeAttribute() {
64
+ return !!this._vertexBuffers["size"];
65
+ }
55
66
  _createEffects() {
56
67
  super._createEffects();
57
- const uniformNames = ["view", "projection", "size"];
58
- const attributeNames = ["position", "offset", "color"];
68
+ const uniformNames = this._usesPerParticleSizeAttribute ? ["view", "projection"] : ["view", "projection", "size"];
69
+ const attributeNames = this._usesPerParticleSizeAttribute ? ["position", "offset", "color", "size"] : ["position", "offset", "color"];
70
+ const defines = this._usesPerParticleSizeAttribute ? ["#define FLUIDRENDERING_PER_PARTICLE_SIZE"] : [];
59
71
  this._diffuseEffectWrapper = new EffectWrapper({
60
72
  engine: this._engine,
61
73
  useShaderStore: true,
@@ -64,6 +76,7 @@ export class FluidRenderingObjectCustomParticles extends FluidRenderingObject {
64
76
  attributeNames,
65
77
  uniformNames,
66
78
  samplerNames: [],
79
+ defines,
67
80
  shaderLanguage: this._shaderLanguage,
68
81
  extraInitializationsAsync: async () => {
69
82
  if (this._shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
@@ -113,7 +126,7 @@ export class FluidRenderingObjectCustomParticles extends FluidRenderingObject {
113
126
  this._engine.bindBuffers(this.vertexBuffers, this.indexBuffer, diffuseEffect);
114
127
  diffuseEffect.setMatrix("view", this._scene.getViewMatrix());
115
128
  diffuseEffect.setMatrix("projection", this._scene.getProjectionMatrix());
116
- if (this._particleSize !== null) {
129
+ if (!this._usesPerParticleSizeAttribute) {
117
130
  diffuseEffect.setFloat2("size", this._particleSize, this._particleSize);
118
131
  }
119
132
  if (this.useInstancing) {
@@ -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"]}
1
+ 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{ VertexBuffer } from \"core/Buffers/buffer.pure\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { EffectWrapper } from \"core/Materials/effectRenderer.pure\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type FloatArray, type Nullable } from \"core/types\";\r\n\r\nimport { FluidRenderingObject } from \"./fluidRenderingObject\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Defines a rendering object based on a list of custom buffers\r\n * The list must contain at least a \"position\" buffer!\r\n */\r\nexport class FluidRenderingObjectCustomParticles extends FluidRenderingObject {\r\n private _numParticles: number;\r\n private _diffuseEffectWrapper: Nullable<EffectWrapper>;\r\n private _vertexBuffers: { [key: string]: VertexBuffer };\r\n\r\n /**\r\n * @returns the name of the class\r\n */\r\n public override getClassName(): string {\r\n return \"FluidRenderingObjectCustomParticles\";\r\n }\r\n\r\n /**\r\n * Gets the vertex buffers\r\n */\r\n public get vertexBuffers(): { [key: string]: VertexBuffer } {\r\n return this._vertexBuffers;\r\n }\r\n\r\n /**\r\n * Creates a new instance of the class\r\n * @param scene The scene the particles should be rendered into\r\n * @param buffers The list of buffers (must contain at least one \"position\" buffer!). 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 \"size\":\r\n stride = 2;\r\n this._effectsAreDirty = true;\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 /**\r\n * Per-particle sizing needs an actual \"size\" buffer; custom buffers are optional.\r\n * @returns true if a \"size\" buffer was supplied\r\n */\r\n protected override _supportsPerParticleSizeAttribute(): boolean {\r\n return !!this._vertexBuffers[\"size\"];\r\n }\r\n\r\n protected override _createEffects(): void {\r\n super._createEffects();\r\n\r\n const uniformNames = this._usesPerParticleSizeAttribute ? [\"view\", \"projection\"] : [\"view\", \"projection\", \"size\"];\r\n const attributeNames = this._usesPerParticleSizeAttribute ? [\"position\", \"offset\", \"color\", \"size\"] : [\"position\", \"offset\", \"color\"];\r\n const defines = this._usesPerParticleSizeAttribute ? [\"#define FLUIDRENDERING_PER_PARTICLE_SIZE\"] : [];\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 defines,\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._usesPerParticleSizeAttribute) {\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"]}
@@ -45,6 +45,11 @@ export declare class FluidRenderingObjectParticleSystem extends FluidRenderingOb
45
45
  * @param shaderLanguage The shader language to use
46
46
  */
47
47
  constructor(scene: Scene, ps: IParticleSystem, shaderLanguage?: ShaderLanguage);
48
+ /**
49
+ * GPUParticleSystem's "size" buffer layout (baseSize, scaleX, scaleY) is incompatible with this feature.
50
+ * @returns true if the per-particle size attribute is supported
51
+ */
52
+ protected _supportsPerParticleSizeAttribute(): boolean;
48
53
  /**
49
54
  * Indicates if the object is ready to be rendered
50
55
  * @returns True if everything is ready for the object to be rendered, otherwise false
@@ -1,4 +1,5 @@
1
1
 
2
+ import { Logger } from "../../Misc/logger.js";
2
3
  import { FluidRenderingObject } from "./fluidRenderingObject.js";
3
4
  /**
4
5
  * Defines a rendering object based on a particle system
@@ -70,6 +71,17 @@ export class FluidRenderingObjectParticleSystem extends FluidRenderingObject {
70
71
  this.particleSize = (ps.minSize + ps.maxSize) / 2;
71
72
  this.useTrueRenderingForDiffuseTexture = false;
72
73
  }
74
+ /**
75
+ * GPUParticleSystem's "size" buffer layout (baseSize, scaleX, scaleY) is incompatible with this feature.
76
+ * @returns true if the per-particle size attribute is supported
77
+ */
78
+ _supportsPerParticleSizeAttribute() {
79
+ if (this._particleSystem.getClassName() === "GPUParticleSystem") {
80
+ Logger.Warn("UsePerParticleSizeAttribute is not supported with GPUParticleSystem; falling back to uniform size.");
81
+ return false;
82
+ }
83
+ return true;
84
+ }
73
85
  /**
74
86
  * Indicates if the object is ready to be rendered
75
87
  * @returns True if everything is ready for the object to be rendered, otherwise false
@@ -1 +1 @@
1
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In that case, you can disable this property, in which case the particle system will be\r\n * rendered using a ALPHA_COMBINE mode instead of the one used by the particle system.\r\n */\r\n public get useTrueRenderingForDiffuseTexture() {\r\n return this._useTrueRenderingForDiffuseTexture;\r\n }\r\n\r\n public set useTrueRenderingForDiffuseTexture(use: boolean) {\r\n if (this._useTrueRenderingForDiffuseTexture === use) {\r\n return;\r\n }\r\n\r\n this._useTrueRenderingForDiffuseTexture = use;\r\n\r\n if (use) {\r\n this._particleSystem.blendMode = this._blendMode;\r\n this._particleSystem.onBeforeDrawParticlesObservable.remove(this._onBeforeDrawParticleObserver);\r\n this._onBeforeDrawParticleObserver = null;\r\n } else {\r\n this._particleSystem.blendMode = -1;\r\n this._onBeforeDrawParticleObserver = this._particleSystem.onBeforeDrawParticlesObservable.add(() => {\r\n this._engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the vertex buffers\r\n */\r\n public get vertexBuffers(): { [key: string]: VertexBuffer } {\r\n return this._particleSystem.vertexBuffers as { [key: string]: VertexBuffer };\r\n }\r\n\r\n /**\r\n * Gets the index buffer (or null if the object is using instancing)\r\n */\r\n public override get indexBuffer(): Nullable<DataBuffer> {\r\n return this._particleSystem.indexBuffer;\r\n }\r\n\r\n /**\r\n * Creates a new instance of the class\r\n * @param scene The scene the particle system is part of\r\n * @param ps The particle system\r\n * @param shaderLanguage The shader language to use\r\n */\r\n constructor(scene: Scene, ps: IParticleSystem, shaderLanguage?: ShaderLanguage) {\r\n super(scene, shaderLanguage);\r\n\r\n this._particleSystem = ps;\r\n\r\n this._originalRender = ps.render.bind(ps);\r\n this._blendMode = ps.blendMode;\r\n this._onBeforeDrawParticleObserver = null;\r\n this._updateInAnimate = this._particleSystem.updateInAnimate;\r\n this._particleSystem.updateInAnimate = true;\r\n this._particleSystem.render = () => 0;\r\n\r\n this.particleSize = (ps.minSize + ps.maxSize) / 2;\r\n\r\n this.useTrueRenderingForDiffuseTexture = false;\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 return super.isReady() && this._particleSystem.isReady();\r\n }\r\n\r\n /**\r\n * Gets the number of particles in this particle system\r\n * @returns The number of particles\r\n */\r\n public get numParticles(): number {\r\n return this._particleSystem.getActiveCount();\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 this._originalRender();\r\n }\r\n\r\n /**\r\n * Releases the resources used by the class\r\n */\r\n public override dispose() {\r\n super.dispose();\r\n\r\n this._particleSystem.onBeforeDrawParticlesObservable.remove(this._onBeforeDrawParticleObserver);\r\n this._onBeforeDrawParticleObserver = null;\r\n this._particleSystem.render = this._originalRender;\r\n this._particleSystem.blendMode = this._blendMode;\r\n this._particleSystem.updateInAnimate = this._updateInAnimate;\r\n }\r\n}\r\n"]}
1
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In that case, you can disable this property, in which case the particle system will be\r\n * rendered using a ALPHA_COMBINE mode instead of the one used by the particle system.\r\n */\r\n public get useTrueRenderingForDiffuseTexture() {\r\n return this._useTrueRenderingForDiffuseTexture;\r\n }\r\n\r\n public set useTrueRenderingForDiffuseTexture(use: boolean) {\r\n if (this._useTrueRenderingForDiffuseTexture === use) {\r\n return;\r\n }\r\n\r\n this._useTrueRenderingForDiffuseTexture = use;\r\n\r\n if (use) {\r\n this._particleSystem.blendMode = this._blendMode;\r\n this._particleSystem.onBeforeDrawParticlesObservable.remove(this._onBeforeDrawParticleObserver);\r\n this._onBeforeDrawParticleObserver = null;\r\n } else {\r\n this._particleSystem.blendMode = -1;\r\n this._onBeforeDrawParticleObserver = this._particleSystem.onBeforeDrawParticlesObservable.add(() => {\r\n this._engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the vertex buffers\r\n */\r\n public get vertexBuffers(): { [key: string]: VertexBuffer } {\r\n return this._particleSystem.vertexBuffers as { [key: string]: VertexBuffer };\r\n }\r\n\r\n /**\r\n * Gets the index buffer (or null if the object is using instancing)\r\n */\r\n public override get indexBuffer(): Nullable<DataBuffer> {\r\n return this._particleSystem.indexBuffer;\r\n }\r\n\r\n /**\r\n * Creates a new instance of the class\r\n * @param scene The scene the particle system is part of\r\n * @param ps The particle system\r\n * @param shaderLanguage The shader language to use\r\n */\r\n constructor(scene: Scene, ps: IParticleSystem, shaderLanguage?: ShaderLanguage) {\r\n super(scene, shaderLanguage);\r\n\r\n this._particleSystem = ps;\r\n\r\n this._originalRender = ps.render.bind(ps);\r\n this._blendMode = ps.blendMode;\r\n this._onBeforeDrawParticleObserver = null;\r\n this._updateInAnimate = this._particleSystem.updateInAnimate;\r\n this._particleSystem.updateInAnimate = true;\r\n this._particleSystem.render = () => 0;\r\n\r\n this.particleSize = (ps.minSize + ps.maxSize) / 2;\r\n\r\n this.useTrueRenderingForDiffuseTexture = false;\r\n }\r\n\r\n /**\r\n * GPUParticleSystem's \"size\" buffer layout (baseSize, scaleX, scaleY) is incompatible with this feature.\r\n * @returns true if the per-particle size attribute is supported\r\n */\r\n protected override _supportsPerParticleSizeAttribute(): boolean {\r\n if (this._particleSystem.getClassName() === \"GPUParticleSystem\") {\r\n Logger.Warn(\"UsePerParticleSizeAttribute is not supported with GPUParticleSystem; falling back to uniform size.\");\r\n return false;\r\n }\r\n return true;\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 return super.isReady() && this._particleSystem.isReady();\r\n }\r\n\r\n /**\r\n * Gets the number of particles in this particle system\r\n * @returns The number of particles\r\n */\r\n public get numParticles(): number {\r\n return this._particleSystem.getActiveCount();\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 this._originalRender();\r\n }\r\n\r\n /**\r\n * Releases the resources used by the class\r\n */\r\n public override dispose() {\r\n super.dispose();\r\n\r\n this._particleSystem.onBeforeDrawParticlesObservable.remove(this._onBeforeDrawParticleObserver);\r\n this._onBeforeDrawParticleObserver = null;\r\n this._particleSystem.render = this._originalRender;\r\n this._particleSystem.blendMode = this._blendMode;\r\n this._particleSystem.updateInAnimate = this._updateInAnimate;\r\n }\r\n}\r\n"]}
@@ -193,6 +193,12 @@ export class IblCdfGenerator {
193
193
  size.height = 1 << Math.floor(Math.log2(size.height));
194
194
  }
195
195
  const isWebGPU = this._engine.isWebGPU;
196
+ // r32float mip generation requires filtered sampling. On WebGPU this hard-fails bind group
197
+ // validation (and drops the whole command buffer) when the optional `float32-filterable` adapter
198
+ // feature is absent, so fall back to r16float there. WebGL2/Native also depend on an extension
199
+ // (OES_texture_float_linear) for float32 filtering, but when it's missing they silently degrade
200
+ // to nearest sampling instead of hard-failing, so no fallback is needed there.
201
+ const scaledLuminanceType = isWebGPU && !this._engine.getCaps().textureFloatLinearFiltering ? 2 : 1;
196
202
  // Create CDF maps (Cumulative Distribution Function) to assist in importance sampling
197
203
  const cdfOptions = {
198
204
  generateDepthBuffer: false,
@@ -242,7 +248,10 @@ export class IblCdfGenerator {
242
248
  this._cdfxPT.setTexture("cdfy", this._cdfyPT);
243
249
  this._cdfxPT.refreshRate = 0;
244
250
  this._cdfxPT.wrapU = 0;
245
- this._scaledLuminancePT = new ProceduralTexture("iblScaledLuminance", { width: size.width, height: size.height }, "iblScaledLuminance", this._scene, { ...cdfOptions, samplingMode: 3, generateMipMaps: true }, true, false);
251
+ this._scaledLuminancePT = new ProceduralTexture("iblScaledLuminance", { width: size.width, height: size.height }, "iblScaledLuminance", this._scene,
252
+ // This texture is trilinear-filtered and mip-mapped, so it must use a filterable format;
253
+ // see scaledLuminanceType above for why r16float is only used as a WebGPU fallback.
254
+ { ...cdfOptions, type: scaledLuminanceType, samplingMode: 3, generateMipMaps: true }, true, false);
246
255
  this._scaledLuminancePT.autoClear = false;
247
256
  this._scaledLuminancePT.setTexture("iblSource", this._iblSource);
248
257
  this._scaledLuminancePT.setInt("iblHeight", size.height);