@onerjs/core 8.56.3 → 9.0.0

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 (484) hide show
  1. package/Animations/animatable.core.js +36 -0
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/Animations/animationGroup.pure.d.ts +61 -1
  4. package/Animations/animationGroup.pure.js +191 -2
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Animations/index.d.ts +1 -0
  7. package/Animations/index.js +1 -0
  8. package/Animations/index.js.map +1 -1
  9. package/Animations/pure.d.ts +1 -0
  10. package/Animations/pure.js +1 -0
  11. package/Animations/pure.js.map +1 -1
  12. package/Animations/rootMotion.d.ts +560 -0
  13. package/Animations/rootMotion.js +1709 -0
  14. package/Animations/rootMotion.js.map +1 -0
  15. package/Animations/runtimeAnimation.d.ts +57 -0
  16. package/Animations/runtimeAnimation.js +127 -3
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Cameras/arcRotateCamera.pure.d.ts +2 -0
  19. package/Cameras/arcRotateCamera.pure.js +2 -0
  20. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  21. package/Cameras/camera.pure.js +4 -0
  22. package/Cameras/camera.pure.js.map +1 -1
  23. package/Cameras/targetCamera.pure.d.ts +2 -0
  24. package/Cameras/targetCamera.pure.js +7 -1
  25. package/Cameras/targetCamera.pure.js.map +1 -1
  26. package/Collisions/gpuPicker.js +5 -5
  27. package/Collisions/gpuPicker.js.map +1 -1
  28. package/Engines/AbstractEngine/abstractEngine.query.pure.js +4 -2
  29. package/Engines/AbstractEngine/abstractEngine.query.pure.js.map +1 -1
  30. package/Engines/AbstractEngine/abstractEngine.query.types.d.ts +11 -2
  31. package/Engines/AbstractEngine/abstractEngine.query.types.js.map +1 -1
  32. package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js +1 -0
  33. package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js.map +1 -1
  34. package/Engines/Extensions/engine.multiRender.pure.js +63 -0
  35. package/Engines/Extensions/engine.multiRender.pure.js.map +1 -1
  36. package/Engines/Extensions/engine.multiRender.types.d.ts +13 -0
  37. package/Engines/Extensions/engine.multiRender.types.js.map +1 -1
  38. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js +2 -2
  39. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js.map +1 -1
  40. package/Engines/Extensions/engine.prefilteredCubeTexture.types.d.ts +2 -1
  41. package/Engines/Extensions/engine.prefilteredCubeTexture.types.js.map +1 -1
  42. package/Engines/Extensions/index.d.ts +1 -0
  43. package/Engines/Extensions/index.js +1 -0
  44. package/Engines/Extensions/index.js.map +1 -1
  45. package/Engines/Extensions/pure.d.ts +1 -1
  46. package/Engines/Extensions/pure.js +1 -1
  47. package/Engines/Extensions/pure.js.map +1 -1
  48. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js +88 -39
  49. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js.map +1 -1
  50. package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.d.ts +20 -2
  51. package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.js.map +1 -1
  52. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js +4 -0
  53. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js.map +1 -1
  54. package/Engines/WebGPU/Extensions/engine.multiRender.types.d.ts +13 -0
  55. package/Engines/WebGPU/Extensions/engine.multiRender.types.js.map +1 -1
  56. package/Engines/WebGPU/Extensions/engine.query.pure.js +11 -3
  57. package/Engines/WebGPU/Extensions/engine.query.pure.js.map +1 -1
  58. package/Engines/WebGPU/Extensions/index.d.ts +1 -0
  59. package/Engines/WebGPU/Extensions/index.js +1 -0
  60. package/Engines/WebGPU/Extensions/index.js.map +1 -1
  61. package/Engines/WebGPU/Extensions/pure.d.ts +1 -1
  62. package/Engines/WebGPU/Extensions/pure.js +1 -1
  63. package/Engines/WebGPU/Extensions/pure.js.map +1 -1
  64. package/Engines/WebGPU/webgpuBundleList.d.ts +2 -0
  65. package/Engines/WebGPU/webgpuBundleList.js +4 -0
  66. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  67. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -2
  68. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  69. package/Engines/WebGPU/webgpuHardwareTexture.js +3 -1
  70. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  71. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  72. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  73. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +4 -0
  74. package/Engines/WebGPU/webgpuSnapshotRendering.js +40 -7
  75. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  76. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
  77. package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
  78. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  79. package/Engines/WebGPU/webgpuTextureManager.d.ts +2 -0
  80. package/Engines/WebGPU/webgpuTextureManager.js +286 -13
  81. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  82. package/Engines/abstractEngine.pure.d.ts +2 -0
  83. package/Engines/abstractEngine.pure.js +7 -3
  84. package/Engines/abstractEngine.pure.js.map +1 -1
  85. package/Engines/constants.d.ts +4 -0
  86. package/Engines/constants.js +4 -0
  87. package/Engines/constants.js.map +1 -1
  88. package/Engines/thinEngine.pure.d.ts +14 -0
  89. package/Engines/thinEngine.pure.js +48 -12
  90. package/Engines/thinEngine.pure.js.map +1 -1
  91. package/Engines/thinNativeEngine.pure.d.ts +1 -0
  92. package/Engines/thinNativeEngine.pure.js +7 -1
  93. package/Engines/thinNativeEngine.pure.js.map +1 -1
  94. package/Engines/thinWebGPUEngine.d.ts +4 -0
  95. package/Engines/thinWebGPUEngine.js +10 -1
  96. package/Engines/thinWebGPUEngine.js.map +1 -1
  97. package/Engines/webgpuEngine.pure.d.ts +5 -2
  98. package/Engines/webgpuEngine.pure.js +48 -13
  99. package/Engines/webgpuEngine.pure.js.map +1 -1
  100. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js +2 -2
  101. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js.map +1 -1
  102. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.d.ts +11 -2
  103. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js +1 -1
  104. package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js.map +1 -1
  105. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.d.ts +9 -1
  106. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js +6 -8
  107. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js.map +1 -1
  108. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.d.ts +2 -0
  109. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js +5 -1
  110. package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js.map +1 -1
  111. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.d.ts +2 -0
  112. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js +5 -1
  113. package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js.map +1 -1
  114. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.d.ts +9 -0
  115. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js +34 -9
  116. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js.map +1 -1
  117. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.d.ts +2 -0
  118. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js +4 -0
  119. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js.map +1 -1
  120. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.d.ts +2 -0
  121. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js +4 -0
  122. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js.map +1 -1
  123. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js +19 -7
  124. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js.map +1 -1
  125. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.d.ts +20 -2
  126. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js +53 -10
  127. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js.map +1 -1
  128. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.d.ts +16 -1
  129. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js +64 -14
  130. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js.map +1 -1
  131. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js +64 -16
  132. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js.map +1 -1
  133. package/FlowGraph/flowGraph.d.ts +4 -0
  134. package/FlowGraph/flowGraph.js +38 -7
  135. package/FlowGraph/flowGraph.js.map +1 -1
  136. package/FlowGraph/flowGraphBlock.js +3 -0
  137. package/FlowGraph/flowGraphBlock.js.map +1 -1
  138. package/FlowGraph/flowGraphConnection.d.ts +7 -0
  139. package/FlowGraph/flowGraphConnection.js +7 -0
  140. package/FlowGraph/flowGraphConnection.js.map +1 -1
  141. package/FlowGraph/flowGraphContext.d.ts +2 -1
  142. package/FlowGraph/flowGraphContext.js +4 -3
  143. package/FlowGraph/flowGraphContext.js.map +1 -1
  144. package/FlowGraph/flowGraphCoordinator.d.ts +15 -1
  145. package/FlowGraph/flowGraphCoordinator.js +47 -16
  146. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  147. package/FlowGraph/flowGraphEventBlock.d.ts +5 -0
  148. package/FlowGraph/flowGraphEventBlock.js +7 -0
  149. package/FlowGraph/flowGraphEventBlock.js.map +1 -1
  150. package/FlowGraph/flowGraphHostResolver.d.ts +2 -1
  151. package/FlowGraph/flowGraphHostResolver.js.map +1 -1
  152. package/FlowGraph/flowGraphParser.js +60 -2
  153. package/FlowGraph/flowGraphParser.js.map +1 -1
  154. package/FlowGraph/serialization.d.ts +2 -0
  155. package/FlowGraph/serialization.js +10 -22
  156. package/FlowGraph/serialization.js.map +1 -1
  157. package/FlowGraph/typeDefinitions.d.ts +8 -0
  158. package/FlowGraph/typeDefinitions.js.map +1 -1
  159. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.d.ts +5 -0
  160. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js +8 -0
  161. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js.map +1 -0
  162. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.d.ts +87 -0
  163. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js +295 -0
  164. package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js.map +1 -0
  165. package/FrameGraph/Node/Blocks/PostProcesses/pure.d.ts +1 -0
  166. package/FrameGraph/Node/Blocks/PostProcesses/pure.js +1 -0
  167. package/FrameGraph/Node/Blocks/PostProcesses/pure.js.map +1 -1
  168. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +4 -4
  169. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  170. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +5 -1
  171. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +13 -1
  172. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  173. package/FrameGraph/Node/Blocks/allBlocks.pure.js +2 -0
  174. package/FrameGraph/Node/Blocks/allBlocks.pure.js.map +1 -1
  175. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  176. package/FrameGraph/Node/Blocks/index.js +1 -0
  177. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  178. package/FrameGraph/Node/Blocks/inputBlock.pure.js +20 -1
  179. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  180. package/FrameGraph/Node/Blocks/pure.d.ts +1 -0
  181. package/FrameGraph/Node/Blocks/pure.js +1 -0
  182. package/FrameGraph/Node/Blocks/pure.js.map +1 -1
  183. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +4 -2
  184. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +4 -2
  185. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  186. package/FrameGraph/Node/nodeRenderGraph.js +1 -1
  187. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  188. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +1 -0
  189. package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -1
  190. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +5 -1
  191. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  192. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +1 -0
  193. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  194. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.d.ts +69 -0
  195. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js +223 -0
  196. package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js.map +1 -0
  197. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +25 -3
  198. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +69 -33
  199. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  200. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -1
  201. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  202. package/FrameGraph/frameGraphObjectList.d.ts +6 -1
  203. package/FrameGraph/frameGraphObjectList.js.map +1 -1
  204. package/FrameGraph/frameGraphRenderContext.d.ts +3 -1
  205. package/FrameGraph/frameGraphRenderContext.js +5 -5
  206. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  207. package/FrameGraph/index.d.ts +1 -0
  208. package/FrameGraph/index.js +1 -0
  209. package/FrameGraph/index.js.map +1 -1
  210. package/FrameGraph/pure.d.ts +1 -0
  211. package/FrameGraph/pure.js +1 -0
  212. package/FrameGraph/pure.js.map +1 -1
  213. package/Inputs/scene.inputManager.d.ts +4 -0
  214. package/Inputs/scene.inputManager.js +50 -8
  215. package/Inputs/scene.inputManager.js.map +1 -1
  216. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +5 -5
  217. package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
  218. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +5 -5
  219. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  220. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +26 -1
  221. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +151 -47
  222. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  223. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +5 -5
  224. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
  225. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +11 -1
  226. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  227. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js +17 -2
  228. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js.map +1 -1
  229. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +2 -2
  230. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js.map +1 -1
  231. package/Materials/Node/nodeMaterial.pure.d.ts +4 -0
  232. package/Materials/Node/nodeMaterial.pure.js +4 -0
  233. package/Materials/Node/nodeMaterial.pure.js.map +1 -1
  234. package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
  235. package/Materials/Node/nodeMaterialBuildState.js +25 -3
  236. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  237. package/Materials/PBR/openpbrMaterial.pure.d.ts +2 -0
  238. package/Materials/PBR/pbrBaseMaterial.pure.d.ts +2 -0
  239. package/Materials/Textures/Procedurals/proceduralTexture.pure.d.ts +13 -14
  240. package/Materials/Textures/Procedurals/proceduralTexture.pure.js +6 -6
  241. package/Materials/Textures/Procedurals/proceduralTexture.pure.js.map +1 -1
  242. package/Materials/Textures/baseTexture.pure.js +3 -0
  243. package/Materials/Textures/baseTexture.pure.js.map +1 -1
  244. package/Materials/Textures/cubeTexture.pure.js +1 -1
  245. package/Materials/Textures/cubeTexture.pure.js.map +1 -1
  246. package/Materials/Textures/internalTexture.d.ts +8 -1
  247. package/Materials/Textures/internalTexture.js +9 -2
  248. package/Materials/Textures/internalTexture.js.map +1 -1
  249. package/Materials/Textures/rawTexture2DArray.functions.d.ts +3 -3
  250. package/Materials/Textures/rawTexture2DArray.functions.js.map +1 -1
  251. package/Materials/Textures/rawTexture3D.d.ts +1 -1
  252. package/Materials/Textures/rawTexture3D.js +1 -1
  253. package/Materials/Textures/rawTexture3D.js.map +1 -1
  254. package/Materials/Textures/textureHelper.functions.d.ts +14 -0
  255. package/Materials/Textures/textureHelper.functions.js +24 -0
  256. package/Materials/Textures/textureHelper.functions.js.map +1 -1
  257. package/Materials/ditheredTileFadeMaterialPlugin.d.ts +210 -0
  258. package/Materials/ditheredTileFadeMaterialPlugin.js +509 -0
  259. package/Materials/ditheredTileFadeMaterialPlugin.js.map +1 -0
  260. package/Materials/index.d.ts +1 -0
  261. package/Materials/index.js +1 -0
  262. package/Materials/index.js.map +1 -1
  263. package/Materials/materialHelper.geometryrendering.d.ts +46 -1
  264. package/Materials/materialHelper.geometryrendering.js +105 -8
  265. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  266. package/Materials/prepass.defines.d.ts +2 -0
  267. package/Materials/prepass.defines.js +2 -0
  268. package/Materials/prepass.defines.js.map +1 -1
  269. package/Materials/pure.d.ts +1 -0
  270. package/Materials/pure.js +1 -0
  271. package/Materials/pure.js.map +1 -1
  272. package/Materials/standardMaterial.pure.d.ts +2 -0
  273. package/Materials/standardMaterial.pure.js +6 -3
  274. package/Materials/standardMaterial.pure.js.map +1 -1
  275. package/Meshes/Builders/polygonBuilder.pure.d.ts +4 -0
  276. package/Meshes/Builders/polygonBuilder.pure.js +4 -1
  277. package/Meshes/Builders/polygonBuilder.pure.js.map +1 -1
  278. package/Meshes/GaussianSplatting/gaussianSplatting.functions.d.ts +19 -0
  279. package/Meshes/GaussianSplatting/gaussianSplatting.functions.js +23 -0
  280. package/Meshes/GaussianSplatting/gaussianSplatting.functions.js.map +1 -0
  281. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +3 -14
  282. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +20 -24
  283. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  284. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +2 -0
  285. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +11 -4
  286. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  287. package/Meshes/abstractMesh.pure.d.ts +18 -0
  288. package/Meshes/abstractMesh.pure.js +22 -0
  289. package/Meshes/abstractMesh.pure.js.map +1 -1
  290. package/Meshes/index.d.ts +1 -0
  291. package/Meshes/index.js +1 -0
  292. package/Meshes/index.js.map +1 -1
  293. package/Meshes/instancedMesh.pure.d.ts +5 -0
  294. package/Meshes/instancedMesh.pure.js +12 -0
  295. package/Meshes/instancedMesh.pure.js.map +1 -1
  296. package/Meshes/mesh.pure.js +23 -8
  297. package/Meshes/mesh.pure.js.map +1 -1
  298. package/Meshes/meshBlendingTag.d.ts +47 -0
  299. package/Meshes/meshBlendingTag.js +64 -0
  300. package/Meshes/meshBlendingTag.js.map +1 -0
  301. package/Meshes/polygonMesh.js +2 -2
  302. package/Meshes/polygonMesh.js.map +1 -1
  303. package/Meshes/pure.d.ts +1 -0
  304. package/Meshes/pure.js +1 -0
  305. package/Meshes/pure.js.map +1 -1
  306. package/Misc/fileTools.pure.js +21 -0
  307. package/Misc/fileTools.pure.js.map +1 -1
  308. package/Misc/snapshotRenderingHelper.js +2 -2
  309. package/Misc/snapshotRenderingHelper.js.map +1 -1
  310. package/Misc/tools.pure.js +1 -1
  311. package/Misc/tools.pure.js.map +1 -1
  312. package/Particles/gpuParticleSystem.pure.d.ts +2 -0
  313. package/Particles/gpuParticleSystem.pure.js +89 -28
  314. package/Particles/gpuParticleSystem.pure.js.map +1 -1
  315. package/Particles/thinParticleSystem.pure.d.ts +2 -0
  316. package/Particles/thinParticleSystem.pure.js +84 -19
  317. package/Particles/thinParticleSystem.pure.js.map +1 -1
  318. package/Particles/webgl2ParticleSystem.pure.d.ts +1 -0
  319. package/Particles/webgl2ParticleSystem.pure.js +12 -4
  320. package/Particles/webgl2ParticleSystem.pure.js.map +1 -1
  321. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js +7 -0
  322. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js.map +1 -1
  323. package/PostProcesses/index.d.ts +2 -0
  324. package/PostProcesses/index.js +2 -0
  325. package/PostProcesses/index.js.map +1 -1
  326. package/PostProcesses/meshBlendingBlueNoise.d.ts +15 -0
  327. package/PostProcesses/meshBlendingBlueNoise.js +77 -0
  328. package/PostProcesses/meshBlendingBlueNoise.js.map +1 -0
  329. package/PostProcesses/meshBlendingPostProcess.d.ts +131 -0
  330. package/PostProcesses/meshBlendingPostProcess.js +315 -0
  331. package/PostProcesses/meshBlendingPostProcess.js.map +1 -0
  332. package/PostProcesses/pure.d.ts +2 -0
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{ type Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type IMatrixLike } from \"../Maths/math.like\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { type ThinSprite } from \"./thinSprite\";\r\nimport { type ISize } from \"../Maths/math.size\";\r\n\r\nimport { type ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { BindLogDepth } from \"../Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport { Vector3 } from \"../Maths/math.vector.pure\";\r\n\r\n/**\r\n * Options for the SpriteRenderer\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SpriteRendererOptions {\r\n /**\r\n * Sets a boolean indicating if the renderer must render sprites with pixel perfect rendering.\r\n * In this mode, sprites are rendered as \"pixel art\", which means that they appear as pixelated but remain stable when moving or when rotated or scaled.\r\n * Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!\r\n * Default is false.\r\n */\r\n pixelPerfect?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to render sprites.\r\n *\r\n * It can be used either to render Sprites or ThinSprites with ThinEngine only.\r\n */\r\nexport class SpriteRenderer {\r\n /**\r\n * Force all the sprites to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n /**\r\n * Defines the texture of the spritesheet\r\n */\r\n public texture: Nullable<ThinTexture>;\r\n\r\n /**\r\n * Defines the default width of a cell in the spritesheet\r\n */\r\n public cellWidth: number;\r\n\r\n /**\r\n * Defines the default height of a cell in the spritesheet\r\n */\r\n public cellHeight: number;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public blendMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if alpha mode is automatically\r\n * reset.\r\n */\r\n public autoResetAlpha = true;\r\n\r\n /**\r\n * Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n private _fogEnabled = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the manager must consider scene fog when rendering\r\n */\r\n public get fogEnabled() {\r\n return this._fogEnabled;\r\n }\r\n\r\n public set fogEnabled(value: boolean) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n\r\n this._fogEnabled = value;\r\n this._createEffects();\r\n }\r\n\r\n protected _useLogarithmicDepth: boolean;\r\n\r\n /**\r\n * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)\r\n * You can try switching to logarithmic depth.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/logarithmicDepthBuffer\r\n */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._useLogarithmicDepth;\r\n }\r\n\r\n public set useLogarithmicDepth(value: boolean) {\r\n const fragmentDepthSupported = !!this._scene?.getEngine().getCaps().fragmentDepthSupported;\r\n\r\n if (value && !fragmentDepthSupported) {\r\n Logger.Warn(\"Logarithmic depth has been requested for a sprite renderer on a device that doesn't support it.\");\r\n }\r\n\r\n this._useLogarithmicDepth = value && fragmentDepthSupported;\r\n this._createEffects();\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n private _pixelPerfect = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * Note that pixel perfect mode is not supported in WebGL 1\r\n */\r\n public get pixelPerfect() {\r\n return this._pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n if (this._pixelPerfect === value) {\r\n return;\r\n }\r\n\r\n this._pixelPerfect = value;\r\n this._createEffects();\r\n }\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _useVAO: boolean = false;\r\n private readonly _useInstancing: boolean = false;\r\n private readonly _scene: Nullable<Scene>;\r\n\r\n private readonly _capacity: number;\r\n private readonly _epsilon: number;\r\n\r\n private _vertexBufferSize: number;\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: DataBuffer;\r\n /** @internal */\r\n public _drawWrapperBase: DrawWrapper;\r\n /** @internal */\r\n public _drawWrapperDepth: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n private _isDisposed = false;\r\n\r\n /**\r\n * Creates a new sprite renderer\r\n * @param engine defines the engine the renderer works with\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param scene defines the hosting scene\r\n * @param rendererOptions options for the sprite renderer\r\n */\r\n constructor(engine: AbstractEngine, capacity: number, epsilon: number = 0.01, scene: Nullable<Scene> = null, rendererOptions?: SpriteRendererOptions) {\r\n this._pixelPerfect = rendererOptions?.pixelPerfect ?? false;\r\n this._capacity = capacity;\r\n this._epsilon = epsilon;\r\n\r\n this._engine = engine;\r\n this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n this._scene = scene;\r\n\r\n if (!this._useInstancing) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n // 16 when using instances\r\n this._vertexBufferSize = this._useInstancing ? 16 : 18;\r\n this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\r\n\r\n const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);\r\n const options = this._buffer.createVertexBuffer(\"options\", 4, 2, this._vertexBufferSize, this._useInstancing);\r\n\r\n let offset = 6;\r\n let offsets: VertexBuffer;\r\n\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([\r\n this._epsilon,\r\n this._epsilon,\r\n 1 - this._epsilon,\r\n this._epsilon,\r\n this._epsilon,\r\n 1 - this._epsilon,\r\n 1 - this._epsilon,\r\n 1 - this._epsilon,\r\n ]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n } else {\r\n offsets = this._buffer.createVertexBuffer(\"offsets\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n offset += 2;\r\n }\r\n\r\n const inverts = this._buffer.createVertexBuffer(\"inverts\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n const cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", offset + 2, 4, this._vertexBufferSize, this._useInstancing);\r\n const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"offsets\"] = offsets;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n\r\n private async _initShaderSourceAsync() {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU && !SpriteRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/sprites.vertex\"), import(\"../ShadersWGSL/sprites.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/sprites.vertex\"), import(\"../Shaders/sprites.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n this._createEffects();\r\n }\r\n\r\n private _createEffects() {\r\n if (this._isDisposed || !this._shadersLoaded) {\r\n return;\r\n }\r\n\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n\r\n this._drawWrapperBase = new DrawWrapper(this._engine);\r\n this._drawWrapperDepth = new DrawWrapper(this._engine, false);\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperDepth.drawContext) {\r\n this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n\r\n let defines = \"\";\r\n\r\n if (this._pixelPerfect) {\r\n defines += \"#define PIXEL_PERFECT\\n\";\r\n }\r\n if (this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0 && this._fogEnabled) {\r\n defines += \"#define FOG\\n\";\r\n }\r\n if (this._useLogarithmicDepth) {\r\n defines += \"#define LOGARITHMICDEPTH\\n\";\r\n }\r\n\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\", \"vFogInfos\", \"vFogColor\", \"logarithmicDepthConstant\"],\r\n [\"diffuseSampler\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n\r\n this._drawWrapperDepth.effect = this._drawWrapperBase.effect;\r\n this._drawWrapperBase.effect._refCount++;\r\n this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n * @param sprites defines the list of sprites to render\r\n * @param deltaTime defines the time since last frame\r\n * @param viewMatrix defines the viewMatrix to use to render the sprites\r\n * @param projectionMatrix defines the projectionMatrix to use to render the sprites\r\n * @param customSpriteUpdate defines a custom function to update the sprites data before they render\r\n */\r\n public render(\r\n sprites: ThinSprite[],\r\n deltaTime: number,\r\n viewMatrix: IMatrixLike,\r\n projectionMatrix: IMatrixLike,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void> = null\r\n ): void {\r\n if (!this._shadersLoaded || !this.texture || !this.texture.isReady() || !sprites.length) {\r\n return;\r\n }\r\n\r\n const drawWrapper = this._drawWrapperBase;\r\n const drawWrapperDepth = this._drawWrapperDepth;\r\n const shouldRenderFog = this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0;\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this._engine;\r\n const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);\r\n\r\n // Sprites\r\n const max = Math.min(this._capacity, sprites.length);\r\n\r\n let offset = 0;\r\n let noSprite = true;\r\n const floatingOriginOffset = this._scene?.floatingOriginOffset || Vector3.ZeroReadOnly;\r\n for (let index = 0; index < max; index++) {\r\n const sprite = sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n sprite._animate(deltaTime);\r\n const baseSize = this.texture.getBaseSize(); // This could be change by the user inside the animate callback (like onAnimationEnd)\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset);\r\n }\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n\r\n const culling = !!engine.depthCullingState.cull;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n const zOffsetUnits = engine.depthCullingState.zOffsetUnits;\r\n\r\n engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n effect.setTexture(\"diffuseSampler\", this.texture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n\r\n // Scene Info\r\n if (shouldRenderFog) {\r\n const scene = this._scene;\r\n\r\n // Fog\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth && this._scene) {\r\n BindLogDepth(drawWrapper.defines, effect, this._scene);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = (engine as ThinEngine).recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n (engine as ThinEngine).bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n // Draw order\r\n engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? Constants.GEQUAL : Constants.LEQUAL;\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.enableEffect(drawWrapperDepth);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n engine.enableEffect(drawWrapper);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this.blendMode);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n\r\n if (this.autoResetAlpha) {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Right Handed\r\n if (useRightHandedSystem) {\r\n this._scene.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n private _appendSpriteVertex(\r\n index: number,\r\n sprite: ThinSprite,\r\n offsetX: number,\r\n offsetY: number,\r\n baseSize: ISize,\r\n useRightHandedSystem: boolean,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void>,\r\n floatingOriginOffset: Vector3\r\n ): void {\r\n let arrayOffset = index * this._vertexBufferSize;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n if (customSpriteUpdate) {\r\n customSpriteUpdate(sprite, baseSize);\r\n } else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n\r\n const rowSize = baseSize.width / this.cellWidth;\r\n const offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;\r\n sprite._yOffset = (offset * this.cellHeight) / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x - floatingOriginOffset.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y - floatingOriginOffset.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z - floatingOriginOffset.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n\r\n if (!this._useInstancing) {\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n } else {\r\n arrayOffset -= 2;\r\n }\r\n\r\n // Inverts according to Right Handed\r\n if (useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n } else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n const indices = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the renderer (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n if (this._indexBuffer) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._useVAO) {\r\n this._vertexArrayObject = undefined as any;\r\n }\r\n\r\n this._buffer._rebuild();\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n\r\n this._spriteBuffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (<any>this._buffer) = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (<any>this._spriteBuffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n (<any>this._indexBuffer) = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n (<any>this.texture) = null;\r\n }\r\n this._drawWrapperBase?.dispose();\r\n this._drawWrapperDepth?.dispose();\r\n this._isDisposed = true;\r\n }\r\n}\r\n"]}
1
+ 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{ type Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type IMatrixLike } from \"../Maths/math.like\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { type ThinSprite } from \"./thinSprite\";\r\nimport { type ISize } from \"../Maths/math.size\";\r\n\r\nimport { type ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { BindLogDepth } from \"../Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { MaterialHelperGeometryRendering, type GeometryRenderingConfiguration } from \"../Materials/materialHelper.geometryrendering\";\r\nimport { type Effect, type IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { Observable, type Observer } from \"../Misc/observable.pure\";\r\n\r\ntype SpriteRendererSpriteHistory = {\r\n previousX: number;\r\n previousY: number;\r\n previousZ: number;\r\n previousAngle: number;\r\n previousWidth: number;\r\n previousHeight: number;\r\n currentX: number;\r\n currentY: number;\r\n currentZ: number;\r\n currentAngle: number;\r\n currentWidth: number;\r\n currentHeight: number;\r\n frameId: number;\r\n};\r\n\r\ntype SpriteRendererCameraHistory = {\r\n previousView: Matrix;\r\n previousProjection: Matrix;\r\n currentView: Matrix;\r\n currentProjection: Matrix;\r\n sprites: WeakMap<ThinSprite, SpriteRendererSpriteHistory>;\r\n frameId: number;\r\n};\r\n\r\ntype SpriteRendererDrawCache = {\r\n drawWrapperBase: DrawWrapper;\r\n drawWrapperDepth: DrawWrapper;\r\n defines: string;\r\n geometryDefines?: string;\r\n geometryConfiguration?: GeometryRenderingConfiguration;\r\n variantKey: number;\r\n vertexBuffers: { [key: string]: VertexBuffer };\r\n vertexArrayObject?: WebGLVertexArrayObject;\r\n usesGeometryRendering: boolean;\r\n usesVelocity: boolean;\r\n usesObjectId: boolean;\r\n usesMeshBlendTag: boolean;\r\n usesInverseView: boolean;\r\n usesNormals: boolean;\r\n usesNormalizedDepth: boolean;\r\n cameraHistories?: WeakMap<object, SpriteRendererCameraHistory>;\r\n};\r\n\r\n/**\r\n * Options for the SpriteRenderer\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SpriteRendererOptions {\r\n /**\r\n * Sets a boolean indicating if the renderer must render sprites with pixel perfect rendering.\r\n * In this mode, sprites are rendered as \"pixel art\", which means that they appear as pixelated but remain stable when moving or when rotated or scaled.\r\n * Note that for this mode to work as expected, the sprite texture must use the BILINEAR sampling mode, not NEAREST!\r\n * Default is false.\r\n */\r\n pixelPerfect?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to render sprites.\r\n *\r\n * It can be used either to render Sprites or ThinSprites with ThinEngine only.\r\n */\r\nexport class SpriteRenderer {\r\n /**\r\n * Force all the sprites to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n /**\r\n * Defines the texture of the spritesheet\r\n */\r\n public texture: Nullable<ThinTexture>;\r\n\r\n /**\r\n * Defines the default width of a cell in the spritesheet\r\n */\r\n public cellWidth: number;\r\n\r\n /**\r\n * Defines the default height of a cell in the spritesheet\r\n */\r\n public cellHeight: number;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public blendMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if alpha mode is automatically\r\n * reset.\r\n */\r\n public autoResetAlpha = true;\r\n\r\n /**\r\n * Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n private _fogEnabled = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the manager must consider scene fog when rendering\r\n */\r\n public get fogEnabled() {\r\n return this._fogEnabled;\r\n }\r\n\r\n public set fogEnabled(value: boolean) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n\r\n this._fogEnabled = value;\r\n this._createEffects();\r\n }\r\n\r\n protected _useLogarithmicDepth: boolean;\r\n\r\n /**\r\n * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)\r\n * You can try switching to logarithmic depth.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/logarithmicDepthBuffer\r\n */\r\n public get useLogarithmicDepth(): boolean {\r\n return this._useLogarithmicDepth;\r\n }\r\n\r\n public set useLogarithmicDepth(value: boolean) {\r\n const fragmentDepthSupported = !!this._scene?.getEngine().getCaps().fragmentDepthSupported;\r\n\r\n if (value && !fragmentDepthSupported) {\r\n Logger.Warn(\"Logarithmic depth has been requested for a sprite renderer on a device that doesn't support it.\");\r\n }\r\n\r\n this._useLogarithmicDepth = value && fragmentDepthSupported;\r\n this._createEffects();\r\n }\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n private _pixelPerfect = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the renderer must render sprites with pixel perfect rendering\r\n * Note that pixel perfect mode is not supported in WebGL 1\r\n */\r\n public get pixelPerfect() {\r\n return this._pixelPerfect;\r\n }\r\n\r\n public set pixelPerfect(value: boolean) {\r\n if (this._pixelPerfect === value) {\r\n return;\r\n }\r\n\r\n this._pixelPerfect = value;\r\n this._createEffects();\r\n }\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _useVAO: boolean = false;\r\n private readonly _useInstancing: boolean = false;\r\n private readonly _scene: Nullable<Scene>;\r\n\r\n private readonly _capacity: number;\r\n private readonly _epsilon: number;\r\n\r\n private _vertexBufferSize: number;\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _previousVertexData: Nullable<Float32Array> = null;\r\n private _previousBuffer: Nullable<Buffer> = null;\r\n private _vertexBuffersWithPrevious: Nullable<{ [key: string]: VertexBuffer }> = null;\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: DataBuffer;\r\n /** @internal */\r\n public _drawWrapperBase: DrawWrapper;\r\n /** @internal */\r\n public _drawWrapperDepth: DrawWrapper;\r\n private _drawCaches: Array<SpriteRendererDrawCache | undefined> = [];\r\n private _inverseViewMatrix: Nullable<Matrix> = null;\r\n private _isDisposed = false;\r\n private _renderPassObserver: Nullable<Observer<number>> = null;\r\n\r\n /**\r\n * Creates a new sprite renderer\r\n * @param engine defines the engine the renderer works with\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param scene defines the hosting scene\r\n * @param rendererOptions options for the sprite renderer\r\n */\r\n constructor(engine: AbstractEngine, capacity: number, epsilon: number = 0.01, scene: Nullable<Scene> = null, rendererOptions?: SpriteRendererOptions) {\r\n this._pixelPerfect = rendererOptions?.pixelPerfect ?? false;\r\n this._capacity = capacity;\r\n this._epsilon = epsilon;\r\n\r\n this._engine = engine;\r\n this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n this._scene = scene;\r\n\r\n if (!this._useInstancing) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n // 16 when using instances\r\n this._vertexBufferSize = this._useInstancing ? 16 : 18;\r\n this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\r\n\r\n const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);\r\n const options = this._buffer.createVertexBuffer(\"options\", 4, 2, this._vertexBufferSize, this._useInstancing);\r\n\r\n let offset = 6;\r\n let offsets: VertexBuffer;\r\n\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([\r\n this._epsilon,\r\n this._epsilon,\r\n 1 - this._epsilon,\r\n this._epsilon,\r\n this._epsilon,\r\n 1 - this._epsilon,\r\n 1 - this._epsilon,\r\n 1 - this._epsilon,\r\n ]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n } else {\r\n offsets = this._buffer.createVertexBuffer(\"offsets\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n offset += 2;\r\n }\r\n\r\n const inverts = this._buffer.createVertexBuffer(\"inverts\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n const cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", offset + 2, 4, this._vertexBufferSize, this._useInstancing);\r\n const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"offsets\"] = offsets;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n }\r\n\r\n private _shadersLoaded = false;\r\n\r\n private async _initShaderSourceAsync() {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU && !SpriteRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/sprites.vertex\"), import(\"../ShadersWGSL/sprites.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/sprites.vertex\"), import(\"../Shaders/sprites.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n this._createEffects();\r\n }\r\n\r\n /**\r\n * Checks whether the texture and shader variant for the current render pass are ready.\r\n * This prepares the effect without updating or drawing any sprites.\r\n * @returns true when the renderer can draw sprites\r\n * @see https://playground.babylonjs.com/#PVK3RV#2\r\n */\r\n public isReady(): boolean {\r\n if (this._isDisposed || !this._shadersLoaded || !this.texture?.isReady()) {\r\n return false;\r\n }\r\n const renderPassId = this._engine._features.supportRenderPasses ? this._engine.currentRenderPassId : Constants.RENDERPASS_MAIN;\r\n return !!this._getDrawCache(renderPassId).drawWrapperBase.effect?.isReady();\r\n }\r\n\r\n private _createEffects() {\r\n if (this._isDisposed || !this._shadersLoaded) {\r\n return;\r\n }\r\n\r\n this._disposeDrawCaches();\r\n\r\n const mainCache = this._getDrawCache(Constants.RENDERPASS_MAIN);\r\n this._drawWrapperBase = mainCache.drawWrapperBase;\r\n this._drawWrapperDepth = mainCache.drawWrapperDepth;\r\n }\r\n\r\n private _getDrawCache(renderPassId: number): SpriteRendererDrawCache {\r\n const fogEnabled = !!(this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0 && this._fogEnabled);\r\n const variantKey = (this._pixelPerfect ? 1 : 0) | (fogEnabled ? 2 : 0) | (this._useLogarithmicDepth ? 4 : 0);\r\n const geometryConfiguration = MaterialHelperGeometryRendering.GetConfiguration(renderPassId);\r\n const geometryDefines = geometryConfiguration?._defines;\r\n let cache = this._drawCaches[renderPassId];\r\n\r\n if (cache?.variantKey === variantKey && cache.geometryDefines === geometryDefines && cache.geometryConfiguration === geometryConfiguration) {\r\n return cache;\r\n }\r\n\r\n const defines: string[] = [];\r\n\r\n if (this._pixelPerfect) {\r\n defines.push(\"#define PIXEL_PERFECT\");\r\n }\r\n if (fogEnabled) {\r\n defines.push(\"#define FOG\");\r\n }\r\n if (this._useLogarithmicDepth) {\r\n defines.push(\"#define LOGARITHMICDEPTH\");\r\n }\r\n\r\n const usesGeometryRendering = MaterialHelperGeometryRendering._PrepareStringDefines(renderPassId, defines);\r\n const mrtCount = usesGeometryRendering ? (MaterialHelperGeometryRendering.GetConfiguration(renderPassId)._mrtCount ?? 0) : 0;\r\n if (!usesGeometryRendering) {\r\n defines.push(\"#define SCENE_MRT_COUNT 0\");\r\n }\r\n const joinedDefines = defines.join(\"\\n\");\r\n\r\n if (cache) {\r\n this._disposeDrawCache(cache);\r\n this._drawCaches[renderPassId] = undefined;\r\n }\r\n\r\n const usesVelocity = joinedDefines.indexOf(\"#define PREPASS_VELOCITY\\n\") !== -1 || joinedDefines.indexOf(\"#define PREPASS_VELOCITY_LINEAR\\n\") !== -1;\r\n const usesObjectId = joinedDefines.indexOf(\"#define PREPASS_OBJECT_ID\\n\") !== -1;\r\n const usesMeshBlendTag = joinedDefines.indexOf(\"#define PREPASS_MESH_BLEND_TAG\\n\") !== -1;\r\n const attributes = [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind];\r\n let vertexBuffers = this._vertexBuffers;\r\n\r\n if (usesVelocity) {\r\n vertexBuffers = this._ensurePreviousVertexBuffer();\r\n attributes.push(\"previousPosition\", \"previousOptions\");\r\n }\r\n\r\n const uniforms = [\r\n \"view\",\r\n \"projection\",\r\n \"textureInfos\",\r\n \"alphaTest\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invView\",\r\n \"cameraInfo\",\r\n \"spriteNormalSign\",\r\n \"previousView\",\r\n \"previousProjection\",\r\n \"objectId\",\r\n \"meshBlendTag\",\r\n \"geometryZeroAlphaDiscard\",\r\n ];\r\n const drawWrapperBase = new DrawWrapper(this._engine);\r\n const drawWrapperDepth = new DrawWrapper(this._engine, false);\r\n\r\n if (drawWrapperBase.drawContext) {\r\n drawWrapperBase.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (drawWrapperDepth.drawContext) {\r\n drawWrapperDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n\r\n const effectOptions: IEffectCreationOptions = {\r\n attributes,\r\n uniformsNames: uniforms,\r\n samplers: [\"diffuseSampler\"],\r\n defines: joinedDefines,\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { SCENE_MRT_COUNT: mrtCount },\r\n multiTarget: usesGeometryRendering,\r\n shaderLanguage: this._shaderLanguage,\r\n };\r\n const effect = this._engine.createEffect(\"sprites\", effectOptions, this._engine);\r\n\r\n drawWrapperBase.effect = effect;\r\n drawWrapperBase.defines = joinedDefines;\r\n drawWrapperDepth.effect = effect;\r\n effect._refCount++;\r\n drawWrapperDepth.defines = joinedDefines;\r\n drawWrapperDepth.materialContext = drawWrapperBase.materialContext;\r\n\r\n cache = {\r\n drawWrapperBase,\r\n drawWrapperDepth,\r\n defines: joinedDefines,\r\n geometryDefines,\r\n geometryConfiguration,\r\n variantKey,\r\n vertexBuffers,\r\n usesGeometryRendering,\r\n usesVelocity,\r\n usesObjectId,\r\n usesMeshBlendTag,\r\n usesInverseView: geometryConfiguration?.defines.PREPASS_POSITION_INDEX !== undefined || geometryConfiguration?.defines.PREPASS_WORLD_NORMAL_INDEX !== undefined,\r\n usesNormals: geometryConfiguration?.defines.PREPASS_NORMAL_INDEX !== undefined || geometryConfiguration?.defines.PREPASS_WORLD_NORMAL_INDEX !== undefined,\r\n usesNormalizedDepth: geometryConfiguration?.defines.PREPASS_NORMALIZED_VIEW_DEPTH_INDEX !== undefined,\r\n cameraHistories: usesVelocity ? new WeakMap<object, SpriteRendererCameraHistory>() : undefined,\r\n };\r\n this._drawCaches[renderPassId] = cache;\r\n if (renderPassId !== Constants.RENDERPASS_MAIN && !this._renderPassObserver) {\r\n this._renderPassObserver = (this._engine._onReleaseRenderPassObservable ??= new Observable<number>()).add((id) => {\r\n const releasedCache = this._drawCaches[id];\r\n if (releasedCache) {\r\n this._disposeDrawCache(releasedCache);\r\n delete this._drawCaches[id];\r\n this._disposePreviousVertexBufferIfUnused();\r\n }\r\n });\r\n }\r\n this._disposePreviousVertexBufferIfUnused();\r\n\r\n return cache;\r\n }\r\n\r\n private _ensurePreviousVertexBuffer(): { [key: string]: VertexBuffer } {\r\n if (this._vertexBuffersWithPrevious) {\r\n return this._vertexBuffersWithPrevious;\r\n }\r\n\r\n const previousVertexBufferSize = 6;\r\n this._previousVertexData = new Float32Array(this._capacity * previousVertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._previousBuffer = new Buffer(this._engine, this._previousVertexData, true, previousVertexBufferSize);\r\n this._vertexBuffersWithPrevious = { ...this._vertexBuffers };\r\n this._vertexBuffersWithPrevious[\"previousPosition\"] = this._previousBuffer.createVertexBuffer(\"previousPosition\", 0, 4, previousVertexBufferSize, this._useInstancing);\r\n this._vertexBuffersWithPrevious[\"previousOptions\"] = this._previousBuffer.createVertexBuffer(\"previousOptions\", 4, 2, previousVertexBufferSize, this._useInstancing);\r\n\r\n return this._vertexBuffersWithPrevious;\r\n }\r\n\r\n private _disposeDrawCache(cache: SpriteRendererDrawCache): void {\r\n if (cache.vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(cache.vertexArrayObject);\r\n }\r\n cache.drawWrapperBase.dispose();\r\n cache.drawWrapperDepth.dispose();\r\n }\r\n\r\n private _disposeDrawCaches(): void {\r\n for (const cache of this._drawCaches) {\r\n if (cache) {\r\n this._disposeDrawCache(cache);\r\n }\r\n }\r\n this._drawCaches = [];\r\n this._disposePreviousVertexBuffer();\r\n }\r\n\r\n private _disposePreviousVertexBufferIfUnused(): void {\r\n for (const cache of this._drawCaches) {\r\n if (cache?.usesVelocity) {\r\n return;\r\n }\r\n }\r\n this._disposePreviousVertexBuffer();\r\n }\r\n\r\n private _disposePreviousVertexBuffer(): void {\r\n if (this._previousBuffer) {\r\n this._previousBuffer.dispose();\r\n this._previousBuffer = null;\r\n this._previousVertexData = null;\r\n this._vertexBuffersWithPrevious = null;\r\n }\r\n }\r\n\r\n private _bindVertexBuffers(cache: SpriteRendererDrawCache, effect: Effect): void {\r\n if (this._useVAO) {\r\n if (!cache.vertexArrayObject) {\r\n cache.vertexArrayObject = (this._engine as ThinEngine).recordVertexArrayObject(cache.vertexBuffers, this._indexBuffer, effect);\r\n }\r\n (this._engine as ThinEngine).bindVertexArrayObject(cache.vertexArrayObject, this._indexBuffer);\r\n } else {\r\n this._engine.bindBuffers(cache.vertexBuffers, this._indexBuffer, effect);\r\n }\r\n }\r\n\r\n private _getCameraHistory(cache: SpriteRendererDrawCache, viewMatrix: IMatrixLike, projectionMatrix: IMatrixLike, frameId: number): SpriteRendererCameraHistory {\r\n const cameraKey = (this._scene?.activeCamera ?? viewMatrix) as object;\r\n let history = cache.cameraHistories!.get(cameraKey);\r\n\r\n if (!history) {\r\n const currentView = Matrix.FromArray(viewMatrix.asArray());\r\n const currentProjection = Matrix.FromArray(projectionMatrix.asArray());\r\n history = {\r\n previousView: currentView.clone(),\r\n previousProjection: currentProjection.clone(),\r\n currentView,\r\n currentProjection,\r\n sprites: new WeakMap<ThinSprite, SpriteRendererSpriteHistory>(),\r\n frameId,\r\n };\r\n cache.cameraHistories!.set(cameraKey, history);\r\n } else {\r\n if (history.frameId !== frameId) {\r\n if (history.frameId === frameId - 1) {\r\n history.previousView.copyFrom(history.currentView);\r\n history.previousProjection.copyFrom(history.currentProjection);\r\n } else {\r\n Matrix.FromArrayToRef(viewMatrix.asArray(), 0, history.previousView);\r\n Matrix.FromArrayToRef(projectionMatrix.asArray(), 0, history.previousProjection);\r\n history.sprites = new WeakMap<ThinSprite, SpriteRendererSpriteHistory>();\r\n }\r\n history.frameId = frameId;\r\n }\r\n Matrix.FromArrayToRef(viewMatrix.asArray(), 0, history.currentView);\r\n Matrix.FromArrayToRef(projectionMatrix.asArray(), 0, history.currentProjection);\r\n }\r\n\r\n return history;\r\n }\r\n\r\n private _prepareSpriteHistory(history: SpriteRendererCameraHistory, sprite: ThinSprite, frameId: number): Nullable<SpriteRendererSpriteHistory> {\r\n const spriteHistory = history.sprites.get(sprite);\r\n if (spriteHistory && spriteHistory.frameId !== frameId) {\r\n if (spriteHistory.frameId !== frameId - 1) {\r\n history.sprites.delete(sprite);\r\n return null;\r\n }\r\n spriteHistory.previousX = spriteHistory.currentX;\r\n spriteHistory.previousY = spriteHistory.currentY;\r\n spriteHistory.previousZ = spriteHistory.currentZ;\r\n spriteHistory.previousAngle = spriteHistory.currentAngle;\r\n spriteHistory.previousWidth = spriteHistory.currentWidth;\r\n spriteHistory.previousHeight = spriteHistory.currentHeight;\r\n spriteHistory.frameId = frameId;\r\n }\r\n return spriteHistory ?? null;\r\n }\r\n\r\n private _updateSpriteHistory(\r\n history: SpriteRendererCameraHistory,\r\n sprite: ThinSprite,\r\n spriteHistory: Nullable<SpriteRendererSpriteHistory>,\r\n floatingOriginOffset: Vector3,\r\n frameId: number\r\n ): void {\r\n const x = sprite.position.x - floatingOriginOffset.x;\r\n const y = sprite.position.y - floatingOriginOffset.y;\r\n const z = sprite.position.z - floatingOriginOffset.z;\r\n\r\n if (!spriteHistory) {\r\n history.sprites.set(sprite, {\r\n previousX: x,\r\n previousY: y,\r\n previousZ: z,\r\n previousAngle: sprite.angle,\r\n previousWidth: sprite.width,\r\n previousHeight: sprite.height,\r\n currentX: x,\r\n currentY: y,\r\n currentZ: z,\r\n currentAngle: sprite.angle,\r\n currentWidth: sprite.width,\r\n currentHeight: sprite.height,\r\n frameId,\r\n });\r\n return;\r\n }\r\n\r\n if (spriteHistory.frameId === frameId) {\r\n spriteHistory.currentX = x;\r\n spriteHistory.currentY = y;\r\n spriteHistory.currentZ = z;\r\n spriteHistory.currentAngle = sprite.angle;\r\n spriteHistory.currentWidth = sprite.width;\r\n spriteHistory.currentHeight = sprite.height;\r\n }\r\n }\r\n\r\n private _animateSprite(sprite: ThinSprite, deltaTime: number): void {\r\n if (!this._scene) {\r\n sprite._animate(deltaTime);\r\n return;\r\n }\r\n\r\n const frameId = this._scene.getFrameId();\r\n const frameGraphRendering = !!this._scene.frameGraph || !!MaterialHelperGeometryRendering.GetConfiguration(this._engine.currentRenderPassId);\r\n if (!frameGraphRendering || sprite._animationFrameId !== frameId || sprite._animationSceneId !== this._scene.uniqueId) {\r\n sprite._animationFrameId = frameId;\r\n sprite._animationSceneId = this._scene.uniqueId;\r\n sprite._animate(deltaTime);\r\n }\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n * @param sprites defines the list of sprites to render\r\n * @param deltaTime defines the time since last frame\r\n * @param viewMatrix defines the viewMatrix to use to render the sprites\r\n * @param projectionMatrix defines the projectionMatrix to use to render the sprites\r\n * @param customSpriteUpdate defines a custom function to update the sprites data before they render\r\n */\r\n public render(\r\n sprites: ThinSprite[],\r\n deltaTime: number,\r\n viewMatrix: IMatrixLike,\r\n projectionMatrix: IMatrixLike,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void> = null\r\n ): void {\r\n if (!this._shadersLoaded || !this.texture || !this.texture.isReady() || !sprites.length) {\r\n return;\r\n }\r\n\r\n const engine = this._engine;\r\n const renderPassId = engine._features.supportRenderPasses ? engine.currentRenderPassId : Constants.RENDERPASS_MAIN;\r\n const drawCache = this._getDrawCache(renderPassId);\r\n const drawWrapper = drawCache.drawWrapperBase;\r\n const drawWrapperDepth = drawCache.drawWrapperDepth;\r\n const shouldRenderFog = this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0;\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n\r\n const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);\r\n const frameId = this._scene?.getFrameId() ?? engine.frameId;\r\n const usesVelocity = drawCache.usesVelocity;\r\n const cameraHistory = usesVelocity ? this._getCameraHistory(drawCache, viewMatrix, projectionMatrix, frameId) : null;\r\n\r\n // Sprites\r\n const max = Math.min(this._capacity, sprites.length);\r\n\r\n let offset = 0;\r\n let noSprite = true;\r\n const floatingOriginOffset = this._scene?.floatingOriginOffset || Vector3.ZeroReadOnly;\r\n for (let index = 0; index < max; index++) {\r\n const sprite = sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n this._animateSprite(sprite, deltaTime);\r\n const baseSize = this.texture.getBaseSize(); // This could be change by the user inside the animate callback (like onAnimationEnd)\r\n const spriteHistory = cameraHistory ? this._prepareSpriteHistory(cameraHistory, sprite, frameId) : null;\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset, spriteHistory, usesVelocity);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset, spriteHistory, usesVelocity);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset, spriteHistory, usesVelocity);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate, floatingOriginOffset, spriteHistory, usesVelocity);\r\n }\r\n\r\n if (cameraHistory) {\r\n this._updateSpriteHistory(cameraHistory, sprite, spriteHistory, floatingOriginOffset, frameId);\r\n }\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n if (usesVelocity) {\r\n this._previousBuffer!.update(this._previousVertexData!);\r\n }\r\n\r\n const culling = !!engine.depthCullingState.cull;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n const zOffsetUnits = engine.depthCullingState.zOffsetUnits;\r\n\r\n engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n effect.setTexture(\"diffuseSampler\", this.texture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n\r\n if (drawCache.usesGeometryRendering) {\r\n if (drawCache.usesInverseView) {\r\n this._inverseViewMatrix ??= Matrix.Identity();\r\n Matrix.FromArrayToRef(viewMatrix.asArray(), 0, this._inverseViewMatrix).invertToRef(this._inverseViewMatrix);\r\n effect.setMatrix(\"invView\", this._inverseViewMatrix);\r\n }\r\n if (drawCache.usesNormals) {\r\n effect.setFloat(\"spriteNormalSign\", useRightHandedSystem ? 1 : -1);\r\n }\r\n if (drawCache.usesNormalizedDepth) {\r\n const camera = this._scene?.activeCamera;\r\n effect.setFloat2(\"cameraInfo\", camera?.minZ ?? 0, camera?.maxZ ?? 1);\r\n }\r\n\r\n if (drawCache.usesObjectId) {\r\n effect.setFloat(\"objectId\", 0);\r\n }\r\n if (drawCache.usesMeshBlendTag) {\r\n effect.setInt(\"meshBlendTag\", 0);\r\n }\r\n if (cameraHistory) {\r\n effect.setMatrix(\"previousView\", cameraHistory.previousView);\r\n effect.setMatrix(\"previousProjection\", cameraHistory.previousProjection);\r\n }\r\n }\r\n\r\n // Scene Info\r\n if (shouldRenderFog) {\r\n const scene = this._scene;\r\n\r\n // Fog\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth && this._scene) {\r\n BindLogDepth(drawWrapper.defines, effect, this._scene);\r\n }\r\n\r\n this._bindVertexBuffers(drawCache, effect);\r\n\r\n // Draw order\r\n engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? Constants.GEQUAL : Constants.LEQUAL;\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.enableEffect(drawWrapperDepth);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n engine.enableEffect(drawWrapper);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this.blendMode);\r\n if (drawCache.usesGeometryRendering) {\r\n MaterialHelperGeometryRendering._BindZeroAlphaDiscard(engine, effect);\r\n }\r\n try {\r\n if (MaterialHelperGeometryRendering._BindAttachmentsForEffect(engine, effect)) {\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n }\r\n } finally {\r\n MaterialHelperGeometryRendering._RestoreAttachments(engine);\r\n }\r\n\r\n if (this.autoResetAlpha) {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Right Handed\r\n if (useRightHandedSystem) {\r\n this._scene.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n private _appendSpriteVertex(\r\n index: number,\r\n sprite: ThinSprite,\r\n offsetX: number,\r\n offsetY: number,\r\n baseSize: ISize,\r\n useRightHandedSystem: boolean,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void>,\r\n floatingOriginOffset: Vector3,\r\n spriteHistory: Nullable<SpriteRendererSpriteHistory>,\r\n writeHistory: boolean\r\n ): void {\r\n let arrayOffset = index * this._vertexBufferSize;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n if (customSpriteUpdate) {\r\n customSpriteUpdate(sprite, baseSize);\r\n } else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n\r\n const rowSize = baseSize.width / this.cellWidth;\r\n const offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;\r\n sprite._yOffset = (offset * this.cellHeight) / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x - floatingOriginOffset.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y - floatingOriginOffset.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z - floatingOriginOffset.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n\r\n if (!this._useInstancing) {\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n } else {\r\n arrayOffset -= 2;\r\n }\r\n\r\n // Inverts according to Right Handed\r\n if (useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n } else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n\r\n if (writeHistory && this._previousVertexData) {\r\n const previousArrayOffset = index * 6;\r\n this._previousVertexData[previousArrayOffset] = spriteHistory?.previousX ?? sprite.position.x - floatingOriginOffset.x;\r\n this._previousVertexData[previousArrayOffset + 1] = spriteHistory?.previousY ?? sprite.position.y - floatingOriginOffset.y;\r\n this._previousVertexData[previousArrayOffset + 2] = spriteHistory?.previousZ ?? sprite.position.z - floatingOriginOffset.z;\r\n this._previousVertexData[previousArrayOffset + 3] = spriteHistory?.previousAngle ?? sprite.angle;\r\n this._previousVertexData[previousArrayOffset + 4] = spriteHistory?.previousWidth ?? sprite.width;\r\n this._previousVertexData[previousArrayOffset + 5] = spriteHistory?.previousHeight ?? sprite.height;\r\n }\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n const indices = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the renderer (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n if (this._indexBuffer) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._useVAO) {\r\n for (const cache of this._drawCaches) {\r\n if (cache) {\r\n cache.vertexArrayObject = undefined;\r\n }\r\n }\r\n }\r\n\r\n for (const cache of this._drawCaches) {\r\n if (cache?.usesVelocity) {\r\n cache.cameraHistories = new WeakMap<object, SpriteRendererCameraHistory>();\r\n }\r\n }\r\n\r\n this._buffer._rebuild();\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n\r\n this._spriteBuffer?._rebuild();\r\n this._previousBuffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n this._engine._onReleaseRenderPassObservable?.remove(this._renderPassObserver);\r\n this._renderPassObserver = null;\r\n this._disposeDrawCaches();\r\n\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (<any>this._buffer) = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (<any>this._spriteBuffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n (<any>this._indexBuffer) = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n (<any>this.texture) = null;\r\n }\r\n this._isDisposed = true;\r\n }\r\n}\r\n"]}
@@ -46,6 +46,10 @@ export declare class ThinSprite {
46
46
  _xSize: number;
47
47
  /** @internal */
48
48
  _ySize: number;
49
+ /** @internal */
50
+ _animationFrameId: number;
51
+ /** @internal */
52
+ _animationSceneId: number;
49
53
  private _animationStarted;
50
54
  protected _loopAnimation: boolean;
51
55
  protected _fromIndex: number;
@@ -42,6 +42,10 @@ export class ThinSprite {
42
42
  this.invertV = false;
43
43
  /** Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true */
44
44
  this.isVisible = true;
45
+ /** @internal */
46
+ this._animationFrameId = -1;
47
+ /** @internal */
48
+ this._animationSceneId = -1;
45
49
  this._animationStarted = false;
46
50
  this._loopAnimation = false;
47
51
  this._fromIndex = 0;
@@ -1 +1 @@
1
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Default is true */\r\n public isVisible = true;\r\n\r\n /**\r\n * Returns a boolean indicating if the animation is started\r\n */\r\n public get animationStarted() {\r\n return this._animationStarted;\r\n }\r\n\r\n /** Gets the initial key for the animation (setting it will restart the animation) */\r\n public get fromIndex() {\r\n return this._fromIndex;\r\n }\r\n\r\n /** Gets or sets the end key for the animation (setting it will restart the animation) */\r\n public get toIndex() {\r\n return this._toIndex;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the animation is looping (setting it will restart the animation) */\r\n public get loopAnimation() {\r\n return this._loopAnimation;\r\n }\r\n\r\n /** Gets or sets the delay between cell changes (setting it will restart the animation) */\r\n public get delay() {\r\n return Math.max(this._delay, 1);\r\n }\r\n\r\n /** @internal */\r\n public _xOffset: number;\r\n /** @internal */\r\n public _yOffset: number;\r\n /** @internal */\r\n public _xSize: number;\r\n /** @internal */\r\n public _ySize: number;\r\n\r\n private _animationStarted = false;\r\n protected _loopAnimation = false;\r\n protected _fromIndex = 0;\r\n protected _toIndex = 0;\r\n protected _delay = 0;\r\n private _direction = 1;\r\n private _time = 0;\r\n private _onBaseAnimationEnd: Nullable<() => void> = null;\r\n\r\n /**\r\n * Creates a new Thin Sprite\r\n */\r\n constructor() {\r\n this.position = { x: 1.0, y: 1.0, z: 1.0 };\r\n this.color = { r: 1.0, g: 1.0, b: 1.0, a: 1.0 };\r\n }\r\n\r\n /**\r\n * Starts an animation\r\n * @param from defines the initial key\r\n * @param to defines the end key\r\n * @param loop defines if the animation must loop\r\n * @param delay defines the start delay (in ms)\r\n * @param onAnimationEnd defines a callback for when the animation ends\r\n */\r\n public playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: Nullable<() => void>): void {\r\n this._fromIndex = from;\r\n this._toIndex = to;\r\n this._loopAnimation = loop;\r\n this._delay = delay || 1;\r\n this._animationStarted = true;\r\n this._onBaseAnimationEnd = onAnimationEnd;\r\n\r\n if (from < to) {\r\n this._direction = 1;\r\n } else {\r\n this._direction = -1;\r\n this._toIndex = from;\r\n this._fromIndex = to;\r\n }\r\n\r\n this.cellIndex = from;\r\n this._time = 0;\r\n }\r\n\r\n /** Stops current animation (if any) */\r\n public stopAnimation(): void {\r\n this._animationStarted = false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _animate(deltaTime: number): void {\r\n if (!this._animationStarted) {\r\n return;\r\n }\r\n\r\n this._time += deltaTime;\r\n if (this._time > this._delay) {\r\n this._time = this._time % this._delay;\r\n this.cellIndex += this._direction;\r\n if ((this._direction > 0 && this.cellIndex > this._toIndex) || (this._direction < 0 && this.cellIndex < this._fromIndex)) {\r\n if (this._loopAnimation) {\r\n this.cellIndex = this._direction > 0 ? this._fromIndex : this._toIndex;\r\n } else {\r\n this.cellIndex = this._direction > 0 ? this._toIndex : this._fromIndex;\r\n this._animationStarted = false;\r\n if (this._onBaseAnimationEnd) {\r\n this._onBaseAnimationEnd();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"thinSprite.js","sourceRoot":"","sources":["../../../../dev/core/src/Sprites/thinSprite.ts"],"names":[],"mappings":"AAGA;;;;GAIG;AACH,MAAM,OAAO,UAAU;IAsBnB;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED,sFAAsF;IACtF,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,0FAA0F;IAC1F,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,6GAA6G;IAC7G,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED,2FAA2F;IAC3F,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;IACpC,CAAC;IAwBD;;OAEG;IACH;QAjEA,6BAA6B;QACtB,UAAK,GAAG,GAAG,CAAC;QACnB,8BAA8B;QACvB,WAAM,GAAG,GAAG,CAAC;QACpB,kCAAkC;QAC3B,UAAK,GAAG,CAAC,CAAC;QACjB,uFAAuF;QAChF,YAAO,GAAG,KAAK,CAAC;QACvB,uFAAuF;QAChF,YAAO,GAAG,KAAK,CAAC;QACvB,+FAA+F;QACxF,cAAS,GAAG,IAAI,CAAC;QAqCxB,gBAAgB;QACT,sBAAiB,GAAG,CAAC,CAAC,CAAC;QAC9B,gBAAgB;QACT,sBAAiB,GAAG,CAAC,CAAC,CAAC;QAEtB,sBAAiB,GAAG,KAAK,CAAC;QACxB,mBAAc,GAAG,KAAK,CAAC;QACvB,eAAU,GAAG,CAAC,CAAC;QACf,aAAQ,GAAG,CAAC,CAAC;QACb,WAAM,GAAG,CAAC,CAAC;QACb,eAAU,GAAG,CAAC,CAAC;QACf,UAAK,GAAG,CAAC,CAAC;QACV,wBAAmB,GAAyB,IAAI,CAAC;QAMrD,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;QAC3C,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;IACpD,CAAC;IAED;;;;;;;OAOG;IACI,aAAa,CAAC,IAAY,EAAE,EAAU,EAAE,IAAa,EAAE,KAAa,EAAE,cAAoC;QAC7G,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;QACvB,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;QACnB,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;QAC3B,IAAI,CAAC,MAAM,GAAG,KAAK,IAAI,CAAC,CAAC;QACzB,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAC9B,IAAI,CAAC,mBAAmB,GAAG,cAAc,CAAC;QAE1C,IAAI,IAAI,GAAG,EAAE,EAAE,CAAC;YACZ,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;QACxB,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,CAAC;YACrB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;YACrB,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;QACzB,CAAC;QAED,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QACtB,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;IACnB,CAAC;IAED,uCAAuC;IAChC,aAAa;QAChB,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;IACnC,CAAC;IAED;;OAEG;IACI,QAAQ,CAAC,SAAiB;QAC7B,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,KAAK,IAAI,SAAS,CAAC;QACxB,IAAI,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;YAC3B,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;YACtC,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,UAAU,CAAC;YAClC,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,CAAC,IAAI,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,CAAC,IAAI,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC;gBACvH,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;oBACtB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC;gBAC3E,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC;oBACvE,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;oBAC/B,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;wBAC3B,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBAC/B,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;IACL,CAAC;CACJ","sourcesContent":["import { type IVector3Like, type IColor4Like } from \"../Maths/math.like\";\r\nimport { type Nullable } from \"../types\";\r\n\r\n/**\r\n * ThinSprite Class used to represent a thin sprite\r\n * This is the base class for sprites but can also directly be used with ThinEngine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites\r\n */\r\nexport class ThinSprite {\r\n /** Gets or sets the cell index in the sprite sheet */\r\n public cellIndex: number;\r\n /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */\r\n public cellRef: string;\r\n /** Gets or sets the current world position */\r\n public position: IVector3Like;\r\n /** Gets or sets the main color */\r\n public color: IColor4Like;\r\n /** Gets or sets the width */\r\n public width = 1.0;\r\n /** Gets or sets the height */\r\n public height = 1.0;\r\n /** Gets or sets rotation angle */\r\n public angle = 0;\r\n /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */\r\n public invertU = false;\r\n /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */\r\n public invertV = false;\r\n /** Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true */\r\n public isVisible = true;\r\n\r\n /**\r\n * Returns a boolean indicating if the animation is started\r\n */\r\n public get animationStarted() {\r\n return this._animationStarted;\r\n }\r\n\r\n /** Gets the initial key for the animation (setting it will restart the animation) */\r\n public get fromIndex() {\r\n return this._fromIndex;\r\n }\r\n\r\n /** Gets or sets the end key for the animation (setting it will restart the animation) */\r\n public get toIndex() {\r\n return this._toIndex;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the animation is looping (setting it will restart the animation) */\r\n public get loopAnimation() {\r\n return this._loopAnimation;\r\n }\r\n\r\n /** Gets or sets the delay between cell changes (setting it will restart the animation) */\r\n public get delay() {\r\n return Math.max(this._delay, 1);\r\n }\r\n\r\n /** @internal */\r\n public _xOffset: number;\r\n /** @internal */\r\n public _yOffset: number;\r\n /** @internal */\r\n public _xSize: number;\r\n /** @internal */\r\n public _ySize: number;\r\n /** @internal */\r\n public _animationFrameId = -1;\r\n /** @internal */\r\n public _animationSceneId = -1;\r\n\r\n private _animationStarted = false;\r\n protected _loopAnimation = false;\r\n protected _fromIndex = 0;\r\n protected _toIndex = 0;\r\n protected _delay = 0;\r\n private _direction = 1;\r\n private _time = 0;\r\n private _onBaseAnimationEnd: Nullable<() => void> = null;\r\n\r\n /**\r\n * Creates a new Thin Sprite\r\n */\r\n constructor() {\r\n this.position = { x: 1.0, y: 1.0, z: 1.0 };\r\n this.color = { r: 1.0, g: 1.0, b: 1.0, a: 1.0 };\r\n }\r\n\r\n /**\r\n * Starts an animation\r\n * @param from defines the initial key\r\n * @param to defines the end key\r\n * @param loop defines if the animation must loop\r\n * @param delay defines the start delay (in ms)\r\n * @param onAnimationEnd defines a callback for when the animation ends\r\n */\r\n public playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: Nullable<() => void>): void {\r\n this._fromIndex = from;\r\n this._toIndex = to;\r\n this._loopAnimation = loop;\r\n this._delay = delay || 1;\r\n this._animationStarted = true;\r\n this._onBaseAnimationEnd = onAnimationEnd;\r\n\r\n if (from < to) {\r\n this._direction = 1;\r\n } else {\r\n this._direction = -1;\r\n this._toIndex = from;\r\n this._fromIndex = to;\r\n }\r\n\r\n this.cellIndex = from;\r\n this._time = 0;\r\n }\r\n\r\n /** Stops current animation (if any) */\r\n public stopAnimation(): void {\r\n this._animationStarted = false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _animate(deltaTime: number): void {\r\n if (!this._animationStarted) {\r\n return;\r\n }\r\n\r\n this._time += deltaTime;\r\n if (this._time > this._delay) {\r\n this._time = this._time % this._delay;\r\n this.cellIndex += this._direction;\r\n if ((this._direction > 0 && this.cellIndex > this._toIndex) || (this._direction < 0 && this.cellIndex < this._fromIndex)) {\r\n if (this._loopAnimation) {\r\n this.cellIndex = this._direction > 0 ? this._fromIndex : this._toIndex;\r\n } else {\r\n this.cellIndex = this._direction > 0 ? this._toIndex : this._fromIndex;\r\n this._animationStarted = false;\r\n if (this._onBaseAnimationEnd) {\r\n this._onBaseAnimationEnd();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -13,6 +13,8 @@ export declare class AlphaState {
13
13
  private _isAlphaBlendDirty;
14
14
  private _isBlendFunctionParametersDirty;
15
15
  private _isBlendEquationParametersDirty;
16
+ private _blendDisabledTargetsMask;
17
+ private _numTargets;
16
18
  /**
17
19
  * Initializes the state.
18
20
  * @param _supportBlendParametersPerTarget - Whether blend parameters per target is supported
@@ -26,6 +28,6 @@ export declare class AlphaState {
26
28
  setAlphaBlendFunctionParameters(srcRGBFactor: number, dstRGBFactor: number, srcAlphaFactor: number, dstAlphaFactor: number, targetIndex?: number): void;
27
29
  setAlphaEquationParameters(rgbEquation: number, alphaEquation: number, targetIndex?: number): void;
28
30
  reset(): void;
29
- apply(gl: WebGLRenderingContext, numTargets?: number): void;
31
+ apply(gl: WebGLRenderingContext, numTargets?: number, blendDisabledTargetsMask?: number): void;
30
32
  setAlphaMode(mode: number, targetIndex: number): void;
31
33
  }
@@ -18,6 +18,8 @@ export class AlphaState {
18
18
  this._isAlphaBlendDirty = false;
19
19
  this._isBlendFunctionParametersDirty = false;
20
20
  this._isBlendEquationParametersDirty = false;
21
+ this._blendDisabledTargetsMask = 0;
22
+ this._numTargets = 1;
21
23
  this.reset();
22
24
  }
23
25
  get isDirty() {
@@ -88,8 +90,18 @@ export class AlphaState {
88
90
  this._isBlendFunctionParametersDirty = false;
89
91
  this._isBlendEquationParametersDirty = false;
90
92
  this._isBlendConstantsDirty = false;
93
+ this._blendDisabledTargetsMask = 0;
94
+ this._numTargets = 1;
91
95
  }
92
- apply(gl, numTargets = 1) {
96
+ apply(gl, numTargets = 1, blendDisabledTargetsMask = 0) {
97
+ if (this._numTargets !== numTargets) {
98
+ this._numTargets = numTargets;
99
+ this._isAlphaBlendDirty = true;
100
+ }
101
+ if (this._blendDisabledTargetsMask !== blendDisabledTargetsMask) {
102
+ this._blendDisabledTargetsMask = blendDisabledTargetsMask;
103
+ this._isAlphaBlendDirty = true;
104
+ }
93
105
  if (!this.isDirty) {
94
106
  return;
95
107
  }
@@ -101,7 +113,10 @@ export class AlphaState {
101
113
  if (numTargets === 1 || !this._supportBlendParametersPerTarget) {
102
114
  // Single target or no support for per-target parameters
103
115
  if (this._isAlphaBlendDirty) {
104
- if (this._alphaBlend[0]) {
116
+ if (numTargets > 1 && blendDisabledTargetsMask !== 0 && this.alphaBlend) {
117
+ throw new Error("AlphaState: blending with integer MRT attachments requires per-target blend parameters");
118
+ }
119
+ if (this._alphaBlend[0] && (blendDisabledTargetsMask & 1) === 0) {
105
120
  gl.enable(gl.BLEND);
106
121
  }
107
122
  else {
@@ -125,7 +140,7 @@ export class AlphaState {
125
140
  if (this._isAlphaBlendDirty) {
126
141
  for (let i = 0; i < numTargets; i++) {
127
142
  const index = i < this._numTargetEnabled ? i : 0;
128
- if (this._alphaBlend[index]) {
143
+ if (this._alphaBlend[index] && (blendDisabledTargetsMask & (1 << i)) === 0) {
129
144
  gl2.enableIndexed(gl.BLEND, i);
130
145
  }
131
146
  else {
@@ -1 +1 @@
1
- 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{ Constants } from \"core/Engines/constants\";\r\nimport { type Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n **/\r\nexport class AlphaState {\r\n public _blendFunctionParameters = new Array<Nullable<number>>(4 * 8);\r\n public _blendEquationParameters = new Array<Nullable<number>>(2 * 8);\r\n public _blendConstants = new Array<Nullable<number>>(4);\r\n public _isBlendConstantsDirty = false;\r\n\r\n public _alphaBlend = Array(8).fill(false);\r\n public _numTargetEnabled = 0;\r\n\r\n private _isAlphaBlendDirty = false;\r\n private _isBlendFunctionParametersDirty = false;\r\n private _isBlendEquationParametersDirty = false;\r\n\r\n /**\r\n * Initializes the state.\r\n * @param _supportBlendParametersPerTarget - Whether blend parameters per target is supported\r\n */\r\n public constructor(private _supportBlendParametersPerTarget: boolean) {\r\n this.reset();\r\n }\r\n\r\n public get isDirty(): boolean {\r\n return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty || this._isBlendEquationParametersDirty;\r\n }\r\n\r\n public get alphaBlend(): boolean {\r\n return this._numTargetEnabled > 0;\r\n }\r\n\r\n public set alphaBlend(value: boolean) {\r\n this.setAlphaBlend(value);\r\n }\r\n\r\n public setAlphaBlend(value: boolean, targetIndex: number = 0): void {\r\n if (this._alphaBlend[targetIndex] === value) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._numTargetEnabled++;\r\n } else {\r\n this._numTargetEnabled--;\r\n }\r\n\r\n this._alphaBlend[targetIndex] = value;\r\n this._isAlphaBlendDirty = true;\r\n }\r\n\r\n public setAlphaBlendConstants(r: number, g: number, b: number, a: number): void {\r\n if (this._blendConstants[0] === r && this._blendConstants[1] === g && this._blendConstants[2] === b && this._blendConstants[3] === a) {\r\n return;\r\n }\r\n\r\n this._blendConstants[0] = r;\r\n this._blendConstants[1] = g;\r\n this._blendConstants[2] = b;\r\n this._blendConstants[3] = a;\r\n\r\n this._isBlendConstantsDirty = true;\r\n }\r\n\r\n public setAlphaBlendFunctionParameters(srcRGBFactor: number, dstRGBFactor: number, srcAlphaFactor: number, dstAlphaFactor: number, targetIndex: number = 0): void {\r\n const offset = targetIndex * 4;\r\n\r\n if (\r\n this._blendFunctionParameters[offset + 0] === srcRGBFactor &&\r\n this._blendFunctionParameters[offset + 1] === dstRGBFactor &&\r\n this._blendFunctionParameters[offset + 2] === srcAlphaFactor &&\r\n this._blendFunctionParameters[offset + 3] === dstAlphaFactor\r\n ) {\r\n return;\r\n }\r\n\r\n this._blendFunctionParameters[offset + 0] = srcRGBFactor;\r\n this._blendFunctionParameters[offset + 1] = dstRGBFactor;\r\n this._blendFunctionParameters[offset + 2] = srcAlphaFactor;\r\n this._blendFunctionParameters[offset + 3] = dstAlphaFactor;\r\n\r\n this._isBlendFunctionParametersDirty = true;\r\n }\r\n\r\n public setAlphaEquationParameters(rgbEquation: number, alphaEquation: number, targetIndex: number = 0): void {\r\n const offset = targetIndex * 2;\r\n\r\n if (this._blendEquationParameters[offset + 0] === rgbEquation && this._blendEquationParameters[offset + 1] === alphaEquation) {\r\n return;\r\n }\r\n\r\n this._blendEquationParameters[offset + 0] = rgbEquation;\r\n this._blendEquationParameters[offset + 1] = alphaEquation;\r\n\r\n this._isBlendEquationParametersDirty = true;\r\n }\r\n\r\n public reset() {\r\n this._alphaBlend.fill(false);\r\n this._numTargetEnabled = 0;\r\n this._blendFunctionParameters.fill(null);\r\n this._blendEquationParameters.fill(null);\r\n\r\n this._blendConstants[0] = null;\r\n this._blendConstants[1] = null;\r\n this._blendConstants[2] = null;\r\n this._blendConstants[3] = null;\r\n\r\n this._isAlphaBlendDirty = true;\r\n this._isBlendFunctionParametersDirty = false;\r\n this._isBlendEquationParametersDirty = false;\r\n this._isBlendConstantsDirty = false;\r\n }\r\n\r\n public apply(gl: WebGLRenderingContext, numTargets: number = 1): void {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Constants\r\n if (this._isBlendConstantsDirty) {\r\n gl.blendColor(<number>this._blendConstants[0], <number>this._blendConstants[1], <number>this._blendConstants[2], <number>this._blendConstants[3]);\r\n this._isBlendConstantsDirty = false;\r\n }\r\n\r\n if (numTargets === 1 || !this._supportBlendParametersPerTarget) {\r\n // Single target or no support for per-target parameters\r\n if (this._isAlphaBlendDirty) {\r\n if (this._alphaBlend[0]) {\r\n gl.enable(gl.BLEND);\r\n } else {\r\n gl.disable(gl.BLEND);\r\n }\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n if (this._isBlendFunctionParametersDirty) {\r\n gl.blendFuncSeparate(\r\n <number>this._blendFunctionParameters[0],\r\n <number>this._blendFunctionParameters[1],\r\n <number>this._blendFunctionParameters[2],\r\n <number>this._blendFunctionParameters[3]\r\n );\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n if (this._isBlendEquationParametersDirty) {\r\n gl.blendEquationSeparate(<number>this._blendEquationParameters[0], <number>this._blendEquationParameters[1]);\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n return;\r\n }\r\n\r\n // Multi-target\r\n const gl2 = gl as WebGL2RenderingContext;\r\n\r\n // Alpha blend\r\n if (this._isAlphaBlendDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const index = i < this._numTargetEnabled ? i : 0;\r\n if (this._alphaBlend[index]) {\r\n gl2.enableIndexed(gl.BLEND, i);\r\n } else {\r\n gl2.disableIndexed(gl.BLEND, i);\r\n }\r\n }\r\n\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n // Alpha function\r\n if (this._isBlendFunctionParametersDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const offset = i < this._numTargetEnabled ? i * 4 : 0;\r\n gl2.blendFuncSeparateIndexed(\r\n i,\r\n <number>this._blendFunctionParameters[offset + 0],\r\n <number>this._blendFunctionParameters[offset + 1],\r\n <number>this._blendFunctionParameters[offset + 2],\r\n <number>this._blendFunctionParameters[offset + 3]\r\n );\r\n }\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n // Alpha equation\r\n if (this._isBlendEquationParametersDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const offset = i < this._numTargetEnabled ? i * 2 : 0;\r\n gl2.blendEquationSeparateIndexed(i, <number>this._blendEquationParameters[offset + 0], <number>this._blendEquationParameters[offset + 1]);\r\n }\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n }\r\n\r\n public setAlphaMode(mode: number, targetIndex: number) {\r\n let equation = Constants.GL_ALPHA_EQUATION_ADD;\r\n\r\n switch (mode) {\r\n case Constants.ALPHA_DISABLE:\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED_PORTERDUFF:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_COMBINE:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE:\r\n this.setAlphaBlendFunctionParameters(1, 1, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ADD:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, 1, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_SUBTRACT:\r\n this.setAlphaBlendFunctionParameters(0, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_MULTIPLY:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_DST_COLOR, 0, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_MAXIMIZED:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_INTERPOLATE:\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_CONSTANT_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_CONSTANT_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_SCREENMODE:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEONE:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ALPHATOCOLOR:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_DST_ALPHA, 1, 0, 0, targetIndex);\r\n break;\r\n case Constants.ALPHA_REVERSEONEMINUS:\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_SRC_DSTONEMINUSSRCALPHA:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEZERO:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 0, targetIndex);\r\n break;\r\n case Constants.ALPHA_EXCLUSION:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_LAYER_ACCUMULATE:\r\n // Same as ALPHA_COMBINE but accumulates (1 - alpha) values in the alpha channel for a later readout in order independant transparency\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_SRC_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n 1,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_MIN:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_MIN;\r\n break;\r\n case Constants.ALPHA_MAX:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_MAX;\r\n break;\r\n case Constants.ALPHA_DUAL_SRC0_ADD_SRC1xDST:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_SRC1_COLOR, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_REPLACE_COLOR:\r\n this.setAlphaBlendFunctionParameters(1, 0, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n }\r\n\r\n this.setAlphaEquationParameters(equation, equation, targetIndex);\r\n }\r\n}\r\n"]}
1
+ 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{ Constants } from \"core/Engines/constants\";\r\nimport { type Nullable } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n **/\r\nexport class AlphaState {\r\n public _blendFunctionParameters = new Array<Nullable<number>>(4 * 8);\r\n public _blendEquationParameters = new Array<Nullable<number>>(2 * 8);\r\n public _blendConstants = new Array<Nullable<number>>(4);\r\n public _isBlendConstantsDirty = false;\r\n\r\n public _alphaBlend = Array(8).fill(false);\r\n public _numTargetEnabled = 0;\r\n\r\n private _isAlphaBlendDirty = false;\r\n private _isBlendFunctionParametersDirty = false;\r\n private _isBlendEquationParametersDirty = false;\r\n private _blendDisabledTargetsMask = 0;\r\n private _numTargets = 1;\r\n\r\n /**\r\n * Initializes the state.\r\n * @param _supportBlendParametersPerTarget - Whether blend parameters per target is supported\r\n */\r\n public constructor(private _supportBlendParametersPerTarget: boolean) {\r\n this.reset();\r\n }\r\n\r\n public get isDirty(): boolean {\r\n return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty || this._isBlendEquationParametersDirty;\r\n }\r\n\r\n public get alphaBlend(): boolean {\r\n return this._numTargetEnabled > 0;\r\n }\r\n\r\n public set alphaBlend(value: boolean) {\r\n this.setAlphaBlend(value);\r\n }\r\n\r\n public setAlphaBlend(value: boolean, targetIndex: number = 0): void {\r\n if (this._alphaBlend[targetIndex] === value) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._numTargetEnabled++;\r\n } else {\r\n this._numTargetEnabled--;\r\n }\r\n\r\n this._alphaBlend[targetIndex] = value;\r\n this._isAlphaBlendDirty = true;\r\n }\r\n\r\n public setAlphaBlendConstants(r: number, g: number, b: number, a: number): void {\r\n if (this._blendConstants[0] === r && this._blendConstants[1] === g && this._blendConstants[2] === b && this._blendConstants[3] === a) {\r\n return;\r\n }\r\n\r\n this._blendConstants[0] = r;\r\n this._blendConstants[1] = g;\r\n this._blendConstants[2] = b;\r\n this._blendConstants[3] = a;\r\n\r\n this._isBlendConstantsDirty = true;\r\n }\r\n\r\n public setAlphaBlendFunctionParameters(srcRGBFactor: number, dstRGBFactor: number, srcAlphaFactor: number, dstAlphaFactor: number, targetIndex: number = 0): void {\r\n const offset = targetIndex * 4;\r\n\r\n if (\r\n this._blendFunctionParameters[offset + 0] === srcRGBFactor &&\r\n this._blendFunctionParameters[offset + 1] === dstRGBFactor &&\r\n this._blendFunctionParameters[offset + 2] === srcAlphaFactor &&\r\n this._blendFunctionParameters[offset + 3] === dstAlphaFactor\r\n ) {\r\n return;\r\n }\r\n\r\n this._blendFunctionParameters[offset + 0] = srcRGBFactor;\r\n this._blendFunctionParameters[offset + 1] = dstRGBFactor;\r\n this._blendFunctionParameters[offset + 2] = srcAlphaFactor;\r\n this._blendFunctionParameters[offset + 3] = dstAlphaFactor;\r\n\r\n this._isBlendFunctionParametersDirty = true;\r\n }\r\n\r\n public setAlphaEquationParameters(rgbEquation: number, alphaEquation: number, targetIndex: number = 0): void {\r\n const offset = targetIndex * 2;\r\n\r\n if (this._blendEquationParameters[offset + 0] === rgbEquation && this._blendEquationParameters[offset + 1] === alphaEquation) {\r\n return;\r\n }\r\n\r\n this._blendEquationParameters[offset + 0] = rgbEquation;\r\n this._blendEquationParameters[offset + 1] = alphaEquation;\r\n\r\n this._isBlendEquationParametersDirty = true;\r\n }\r\n\r\n public reset() {\r\n this._alphaBlend.fill(false);\r\n this._numTargetEnabled = 0;\r\n this._blendFunctionParameters.fill(null);\r\n this._blendEquationParameters.fill(null);\r\n\r\n this._blendConstants[0] = null;\r\n this._blendConstants[1] = null;\r\n this._blendConstants[2] = null;\r\n this._blendConstants[3] = null;\r\n\r\n this._isAlphaBlendDirty = true;\r\n this._isBlendFunctionParametersDirty = false;\r\n this._isBlendEquationParametersDirty = false;\r\n this._isBlendConstantsDirty = false;\r\n this._blendDisabledTargetsMask = 0;\r\n this._numTargets = 1;\r\n }\r\n\r\n public apply(gl: WebGLRenderingContext, numTargets: number = 1, blendDisabledTargetsMask = 0): void {\r\n if (this._numTargets !== numTargets) {\r\n this._numTargets = numTargets;\r\n this._isAlphaBlendDirty = true;\r\n }\r\n if (this._blendDisabledTargetsMask !== blendDisabledTargetsMask) {\r\n this._blendDisabledTargetsMask = blendDisabledTargetsMask;\r\n this._isAlphaBlendDirty = true;\r\n }\r\n\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Constants\r\n if (this._isBlendConstantsDirty) {\r\n gl.blendColor(<number>this._blendConstants[0], <number>this._blendConstants[1], <number>this._blendConstants[2], <number>this._blendConstants[3]);\r\n this._isBlendConstantsDirty = false;\r\n }\r\n\r\n if (numTargets === 1 || !this._supportBlendParametersPerTarget) {\r\n // Single target or no support for per-target parameters\r\n if (this._isAlphaBlendDirty) {\r\n if (numTargets > 1 && blendDisabledTargetsMask !== 0 && this.alphaBlend) {\r\n throw new Error(\"AlphaState: blending with integer MRT attachments requires per-target blend parameters\");\r\n }\r\n if (this._alphaBlend[0] && (blendDisabledTargetsMask & 1) === 0) {\r\n gl.enable(gl.BLEND);\r\n } else {\r\n gl.disable(gl.BLEND);\r\n }\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n if (this._isBlendFunctionParametersDirty) {\r\n gl.blendFuncSeparate(\r\n <number>this._blendFunctionParameters[0],\r\n <number>this._blendFunctionParameters[1],\r\n <number>this._blendFunctionParameters[2],\r\n <number>this._blendFunctionParameters[3]\r\n );\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n if (this._isBlendEquationParametersDirty) {\r\n gl.blendEquationSeparate(<number>this._blendEquationParameters[0], <number>this._blendEquationParameters[1]);\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n return;\r\n }\r\n\r\n // Multi-target\r\n const gl2 = gl as WebGL2RenderingContext;\r\n\r\n // Alpha blend\r\n if (this._isAlphaBlendDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const index = i < this._numTargetEnabled ? i : 0;\r\n if (this._alphaBlend[index] && (blendDisabledTargetsMask & (1 << i)) === 0) {\r\n gl2.enableIndexed(gl.BLEND, i);\r\n } else {\r\n gl2.disableIndexed(gl.BLEND, i);\r\n }\r\n }\r\n\r\n this._isAlphaBlendDirty = false;\r\n }\r\n\r\n // Alpha function\r\n if (this._isBlendFunctionParametersDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const offset = i < this._numTargetEnabled ? i * 4 : 0;\r\n gl2.blendFuncSeparateIndexed(\r\n i,\r\n <number>this._blendFunctionParameters[offset + 0],\r\n <number>this._blendFunctionParameters[offset + 1],\r\n <number>this._blendFunctionParameters[offset + 2],\r\n <number>this._blendFunctionParameters[offset + 3]\r\n );\r\n }\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n\r\n // Alpha equation\r\n if (this._isBlendEquationParametersDirty) {\r\n for (let i = 0; i < numTargets; i++) {\r\n const offset = i < this._numTargetEnabled ? i * 2 : 0;\r\n gl2.blendEquationSeparateIndexed(i, <number>this._blendEquationParameters[offset + 0], <number>this._blendEquationParameters[offset + 1]);\r\n }\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n }\r\n\r\n public setAlphaMode(mode: number, targetIndex: number) {\r\n let equation = Constants.GL_ALPHA_EQUATION_ADD;\r\n\r\n switch (mode) {\r\n case Constants.ALPHA_DISABLE:\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED_PORTERDUFF:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_COMBINE:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE:\r\n this.setAlphaBlendFunctionParameters(1, 1, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ADD:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, 1, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_SUBTRACT:\r\n this.setAlphaBlendFunctionParameters(0, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_MULTIPLY:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_DST_COLOR, 0, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_MAXIMIZED:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_SRC_ALPHA, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_INTERPOLATE:\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_CONSTANT_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_CONSTANT_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_SCREENMODE:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEONE:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_ALPHATOCOLOR:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_DST_ALPHA, 1, 0, 0, targetIndex);\r\n break;\r\n case Constants.ALPHA_REVERSEONEMINUS:\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_SRC_DSTONEMINUSSRCALPHA:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEZERO:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 0, targetIndex);\r\n break;\r\n case Constants.ALPHA_EXCLUSION:\r\n this.setAlphaBlendFunctionParameters(Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_LAYER_ACCUMULATE:\r\n // Same as ALPHA_COMBINE but accumulates (1 - alpha) values in the alpha channel for a later readout in order independant transparency\r\n this.setAlphaBlendFunctionParameters(\r\n Constants.GL_ALPHA_FUNCTION_SRC_ALPHA,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n 1,\r\n Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA,\r\n targetIndex\r\n );\r\n break;\r\n case Constants.ALPHA_MIN:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_MIN;\r\n break;\r\n case Constants.ALPHA_MAX:\r\n this.setAlphaBlendFunctionParameters(1, 1, 1, 1, targetIndex);\r\n equation = Constants.GL_ALPHA_EQUATION_MAX;\r\n break;\r\n case Constants.ALPHA_DUAL_SRC0_ADD_SRC1xDST:\r\n this.setAlphaBlendFunctionParameters(1, Constants.GL_ALPHA_FUNCTION_SRC1_COLOR, 0, 1, targetIndex);\r\n break;\r\n case Constants.ALPHA_REPLACE_COLOR:\r\n this.setAlphaBlendFunctionParameters(1, 0, 1, Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA, targetIndex);\r\n break;\r\n }\r\n\r\n this.setAlphaEquationParameters(equation, equation, targetIndex);\r\n }\r\n}\r\n"]}
@@ -70,7 +70,11 @@ export declare class WebXRDefaultExperienceOptions {
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  */
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  outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
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  /**
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- * optional UI options. This can be used among other to change session mode and reference space type
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+ * Options for the default enter/exit UI, including session mode and reference space type.
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+ * Set `onError` here to receive XR entry failures (including WebGPU session negotiation failures)
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+ * when the default button is used. The application can then notify the user or create a new
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+ * WebGL engine and scene; Babylon.js cannot switch an existing scene's rendering backend.
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+ * When `disableDefaultUI` is true, handle rejections from `baseExperience.enterXRAsync()` instead.
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  */
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  uiOptions?: Partial<WebXREnterExitUIOptions>;
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  /**