@onerjs/core 9.0.1 → 9.0.3

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 (476) hide show
  1. package/Animations/animationGroup.pure.js.map +1 -1
  2. package/Buffers/buffer.pure.js +4 -0
  3. package/Buffers/buffer.pure.js.map +1 -1
  4. package/Cameras/camera.pure.d.ts +14 -0
  5. package/Cameras/camera.pure.js +15 -0
  6. package/Cameras/camera.pure.js.map +1 -1
  7. package/Compute/computeShader.pure.d.ts +2 -1
  8. package/Compute/computeShader.pure.js +29 -10
  9. package/Compute/computeShader.pure.js.map +1 -1
  10. package/Culling/ray.core.js +22 -9
  11. package/Culling/ray.core.js.map +1 -1
  12. package/Engines/IDrawContext.d.ts +2 -0
  13. package/Engines/IDrawContext.js.map +1 -1
  14. package/Engines/Native/nativeInterfaces.d.ts +55 -4
  15. package/Engines/Native/nativeInterfaces.js.map +1 -1
  16. package/Engines/Native/nativeRenderTargetWrapper.d.ts +1 -0
  17. package/Engines/Native/nativeRenderTargetWrapper.js +5 -1
  18. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  19. package/Engines/Processors/shaderCodeInliner.d.ts +2 -0
  20. package/Engines/Processors/shaderCodeInliner.js +251 -6
  21. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  22. package/Engines/Processors/shaderProcessor.js +10 -1
  23. package/Engines/Processors/shaderProcessor.js.map +1 -1
  24. package/Engines/WebGPU/Extensions/engine.debugging.pure.js +12 -0
  25. package/Engines/WebGPU/Extensions/engine.debugging.pure.js.map +1 -1
  26. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js +0 -1
  27. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js.map +1 -1
  28. package/Engines/WebGPU/Extensions/engine.query.pure.js +5 -0
  29. package/Engines/WebGPU/Extensions/engine.query.pure.js.map +1 -1
  30. package/Engines/WebGPU/webgpuBufferManager.js +7 -0
  31. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  32. package/Engines/WebGPU/webgpuCacheTextureView.d.ts +1 -1
  33. package/Engines/WebGPU/webgpuCacheTextureView.js +20 -8
  34. package/Engines/WebGPU/webgpuCacheTextureView.js.map +1 -1
  35. package/Engines/WebGPU/webgpuDrawContext.d.ts +2 -0
  36. package/Engines/WebGPU/webgpuDrawContext.js +6 -0
  37. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  38. package/Engines/WebGPU/webgpuQuerySet.d.ts +3 -3
  39. package/Engines/WebGPU/webgpuQuerySet.js +23 -9
  40. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  41. package/Engines/WebGPU/webgpuRenderPassCommandStream.d.ts +156 -0
  42. package/Engines/WebGPU/webgpuRenderPassCommandStream.js +323 -0
  43. package/Engines/WebGPU/webgpuRenderPassCommandStream.js.map +1 -0
  44. package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -1
  45. package/Engines/WebGPU/webgpuTextureManager.js +4 -3
  46. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  47. package/Engines/WebGPU/webgpuTimestampQuery.d.ts +3 -1
  48. package/Engines/WebGPU/webgpuTimestampQuery.js +9 -6
  49. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  50. package/Engines/abstractEngine.pure.d.ts +2 -0
  51. package/Engines/abstractEngine.pure.js +14 -5
  52. package/Engines/abstractEngine.pure.js.map +1 -1
  53. package/Engines/constants.d.ts +6 -0
  54. package/Engines/constants.js +6 -0
  55. package/Engines/constants.js.map +1 -1
  56. package/Engines/engine.d.ts +198 -24
  57. package/Engines/pure.d.ts +1 -0
  58. package/Engines/pure.js +1 -0
  59. package/Engines/pure.js.map +1 -1
  60. package/Engines/renderCommandBatcher.pure.d.ts +16 -0
  61. package/Engines/renderCommandBatcher.pure.js +24 -0
  62. package/Engines/renderCommandBatcher.pure.js.map +1 -0
  63. package/Engines/thinEngine.functions.js +3 -2
  64. package/Engines/thinEngine.functions.js.map +1 -1
  65. package/Engines/thinEngine.pure.js +18 -2
  66. package/Engines/thinEngine.pure.js.map +1 -1
  67. package/Engines/thinNativeEngine.pure.d.ts +10 -7
  68. package/Engines/thinNativeEngine.pure.js +117 -46
  69. package/Engines/thinNativeEngine.pure.js.map +1 -1
  70. package/Engines/thinWebGPUEngine.d.ts +8 -0
  71. package/Engines/thinWebGPUEngine.js +11 -0
  72. package/Engines/thinWebGPUEngine.js.map +1 -1
  73. package/Engines/webgpuEngine.pure.d.ts +60 -1
  74. package/Engines/webgpuEngine.pure.js +238 -42
  75. package/Engines/webgpuEngine.pure.js.map +1 -1
  76. package/FlowGraph/Blocks/Data/Audio/flowGraphGetSoundVolumeBlock.pure.d.ts +3 -3
  77. package/FlowGraph/Blocks/Data/Audio/flowGraphGetSoundVolumeBlock.pure.js +2 -1
  78. package/FlowGraph/Blocks/Data/Audio/flowGraphGetSoundVolumeBlock.pure.js.map +1 -1
  79. package/FlowGraph/Blocks/Data/Audio/flowGraphIsSoundPlayingBlock.pure.d.ts +3 -3
  80. package/FlowGraph/Blocks/Data/Audio/flowGraphIsSoundPlayingBlock.pure.js +2 -1
  81. package/FlowGraph/Blocks/Data/Audio/flowGraphIsSoundPlayingBlock.pure.js.map +1 -1
  82. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.d.ts +5 -0
  83. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.js +8 -0
  84. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.js.map +1 -0
  85. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.pure.d.ts +77 -0
  86. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.pure.js +141 -0
  87. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.pure.js.map +1 -0
  88. package/FlowGraph/Blocks/Event/flowGraphSoundEndedEventBlock.pure.d.ts +5 -3
  89. package/FlowGraph/Blocks/Event/flowGraphSoundEndedEventBlock.pure.js +38 -7
  90. package/FlowGraph/Blocks/Event/flowGraphSoundEndedEventBlock.pure.js.map +1 -1
  91. package/FlowGraph/Blocks/Event/index.d.ts +1 -0
  92. package/FlowGraph/Blocks/Event/index.js +1 -0
  93. package/FlowGraph/Blocks/Event/index.js.map +1 -1
  94. package/FlowGraph/Blocks/Event/pure.d.ts +1 -0
  95. package/FlowGraph/Blocks/Event/pure.js +1 -0
  96. package/FlowGraph/Blocks/Event/pure.js.map +1 -1
  97. package/FlowGraph/Blocks/Execution/Audio/flowGraphPauseSoundBlock.pure.d.ts +3 -3
  98. package/FlowGraph/Blocks/Execution/Audio/flowGraphPauseSoundBlock.pure.js +2 -1
  99. package/FlowGraph/Blocks/Execution/Audio/flowGraphPauseSoundBlock.pure.js.map +1 -1
  100. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlaySoundBlock.pure.d.ts +3 -3
  101. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlaySoundBlock.pure.js +2 -1
  102. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlaySoundBlock.pure.js.map +1 -1
  103. package/FlowGraph/Blocks/Execution/Audio/flowGraphSetSoundVolumeBlock.pure.d.ts +3 -3
  104. package/FlowGraph/Blocks/Execution/Audio/flowGraphSetSoundVolumeBlock.pure.js +2 -1
  105. package/FlowGraph/Blocks/Execution/Audio/flowGraphSetSoundVolumeBlock.pure.js.map +1 -1
  106. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopSoundBlock.pure.d.ts +3 -3
  107. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopSoundBlock.pure.js +2 -1
  108. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopSoundBlock.pure.js.map +1 -1
  109. package/FlowGraph/Blocks/allBlocks.pure.js +2 -0
  110. package/FlowGraph/Blocks/allBlocks.pure.js.map +1 -1
  111. package/FlowGraph/Blocks/flowGraphBlockFactory.js +2 -0
  112. package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
  113. package/FlowGraph/Blocks/flowGraphBlockNames.d.ts +1 -0
  114. package/FlowGraph/Blocks/flowGraphBlockNames.js +1 -0
  115. package/FlowGraph/Blocks/flowGraphBlockNames.js.map +1 -1
  116. package/FlowGraph/flowGraph.d.ts +12 -1
  117. package/FlowGraph/flowGraph.js +38 -0
  118. package/FlowGraph/flowGraph.js.map +1 -1
  119. package/FlowGraph/flowGraphCoordinator.d.ts +44 -0
  120. package/FlowGraph/flowGraphCoordinator.js +141 -0
  121. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  122. package/FlowGraph/flowGraphDataConnection.pure.js +41 -14
  123. package/FlowGraph/flowGraphDataConnection.pure.js.map +1 -1
  124. package/FlowGraph/flowGraphParser.js +105 -5
  125. package/FlowGraph/flowGraphParser.js.map +1 -1
  126. package/FlowGraph/flowGraphSoundAssets.d.ts +40 -0
  127. package/FlowGraph/flowGraphSoundAssets.js +33 -0
  128. package/FlowGraph/flowGraphSoundAssets.js.map +1 -0
  129. package/FlowGraph/index.d.ts +1 -0
  130. package/FlowGraph/index.js +1 -0
  131. package/FlowGraph/index.js.map +1 -1
  132. package/FlowGraph/pure.d.ts +1 -0
  133. package/FlowGraph/pure.js +1 -0
  134. package/FlowGraph/pure.js.map +1 -1
  135. package/FlowGraph/serialization.d.ts +8 -0
  136. package/FlowGraph/serialization.js +31 -12
  137. package/FlowGraph/serialization.js.map +1 -1
  138. package/FlowGraph/typeDefinitions.d.ts +25 -0
  139. package/FlowGraph/typeDefinitions.js.map +1 -1
  140. package/FrameGraph/Tasks/PostProcesses/taaTask.js +2 -0
  141. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  142. package/Instrumentation/engineInstrumentation.d.ts +1 -0
  143. package/Instrumentation/engineInstrumentation.js +25 -6
  144. package/Instrumentation/engineInstrumentation.js.map +1 -1
  145. package/Lights/Clustered/clusteredLightContainer.pure.js +2 -0
  146. package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
  147. package/Lights/Shadows/cascadedShadowGenerator.pure.d.ts +36 -1
  148. package/Lights/Shadows/cascadedShadowGenerator.pure.js +202 -27
  149. package/Lights/Shadows/cascadedShadowGenerator.pure.js.map +1 -1
  150. package/Lights/directionalLight.pure.d.ts +24 -10
  151. package/Lights/directionalLight.pure.js +29 -11
  152. package/Lights/directionalLight.pure.js.map +1 -1
  153. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +4 -4
  154. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  155. package/Materials/Node/Blocks/Dual/lightBlock.pure.js +1 -1
  156. package/Materials/Node/Blocks/Dual/lightBlock.pure.js.map +1 -1
  157. package/Materials/Node/Blocks/Input/inputBlock.pure.js +4 -0
  158. package/Materials/Node/Blocks/Input/inputBlock.pure.js.map +1 -1
  159. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.d.ts +9 -0
  160. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js +23 -3
  161. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js.map +1 -1
  162. package/Materials/PBR/openpbrMaterial.pure.js +1 -1
  163. package/Materials/PBR/openpbrMaterial.pure.js.map +1 -1
  164. package/Materials/PBR/pbrBaseMaterial.pure.d.ts +9 -0
  165. package/Materials/PBR/pbrBaseMaterial.pure.js +60 -1
  166. package/Materials/PBR/pbrBaseMaterial.pure.js.map +1 -1
  167. package/Materials/PBR/pbrBaseSimpleMaterial.d.ts +11 -0
  168. package/Materials/PBR/pbrBaseSimpleMaterial.js +21 -2
  169. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  170. package/Materials/PBR/pbrMaterial.pure.d.ts +12 -0
  171. package/Materials/PBR/pbrMaterial.pure.js +23 -3
  172. package/Materials/PBR/pbrMaterial.pure.js.map +1 -1
  173. package/Materials/Textures/Filtering/hdrIrradianceFiltering.d.ts +1 -0
  174. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js +10 -0
  175. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js.map +1 -1
  176. package/Materials/Textures/HTML/htmlInCanvasPolyfill.d.ts +5 -0
  177. package/Materials/Textures/HTML/htmlInCanvasPolyfill.js +7 -0
  178. package/Materials/Textures/HTML/htmlInCanvasPolyfill.js.map +1 -1
  179. package/Materials/Textures/HTML/htmlInteractionManager.d.ts +9 -3
  180. package/Materials/Textures/HTML/htmlInteractionManager.js +64 -5
  181. package/Materials/Textures/HTML/htmlInteractionManager.js.map +1 -1
  182. package/Materials/Textures/HTML/htmlTexture.d.ts +11 -11
  183. package/Materials/Textures/HTML/htmlTexture.js +106 -65
  184. package/Materials/Textures/HTML/htmlTexture.js.map +1 -1
  185. package/Materials/Textures/Loaders/internalTextureLoader.d.ts +2 -1
  186. package/Materials/Textures/Loaders/internalTextureLoader.js.map +1 -1
  187. package/Materials/Textures/Loaders/ktxTextureLoader.d.ts +2 -1
  188. package/Materials/Textures/Loaders/ktxTextureLoader.js +4 -50
  189. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  190. package/Materials/Textures/Procedurals/proceduralTexture.pure.js +10 -0
  191. package/Materials/Textures/Procedurals/proceduralTexture.pure.js.map +1 -1
  192. package/Materials/Textures/dynamicTexture.pure.js +6 -0
  193. package/Materials/Textures/dynamicTexture.pure.js.map +1 -1
  194. package/Materials/Textures/ktx2encoderTypes.d.ts +51 -0
  195. package/Materials/Textures/ktx2encoderTypes.js +2 -0
  196. package/Materials/Textures/ktx2encoderTypes.js.map +1 -0
  197. package/Materials/Textures/renderTargetTexture.pure.js +10 -2
  198. package/Materials/Textures/renderTargetTexture.pure.js.map +1 -1
  199. package/Materials/Textures/texture.pure.js +7 -1
  200. package/Materials/Textures/texture.pure.js.map +1 -1
  201. package/Materials/Textures/textureMerger.d.ts +11 -0
  202. package/Materials/Textures/textureMerger.js +34 -19
  203. package/Materials/Textures/textureMerger.js.map +1 -1
  204. package/Materials/Textures/textureProcessor.d.ts +145 -0
  205. package/Materials/Textures/textureProcessor.js +445 -45
  206. package/Materials/Textures/textureProcessor.js.map +1 -1
  207. package/Materials/Textures/textureSampling.functions.d.ts +41 -0
  208. package/Materials/Textures/textureSampling.functions.js +82 -0
  209. package/Materials/Textures/textureSampling.functions.js.map +1 -0
  210. package/Materials/drawWrapper.d.ts +8 -0
  211. package/Materials/drawWrapper.js +19 -0
  212. package/Materials/drawWrapper.js.map +1 -1
  213. package/Materials/effect.pure.d.ts +6 -0
  214. package/Materials/effect.pure.js +28 -6
  215. package/Materials/effect.pure.js.map +1 -1
  216. package/Materials/effect.webgl.functions.pure.js +1 -1
  217. package/Materials/effect.webgl.functions.pure.js.map +1 -1
  218. package/Materials/material.pure.d.ts +5 -0
  219. package/Materials/material.pure.js +9 -2
  220. package/Materials/material.pure.js.map +1 -1
  221. package/Materials/materialFlags.d.ts +6 -0
  222. package/Materials/materialFlags.js +14 -0
  223. package/Materials/materialFlags.js.map +1 -1
  224. package/Materials/materialHelper.functions.d.ts +2 -1
  225. package/Materials/materialHelper.functions.js +36 -2
  226. package/Materials/materialHelper.functions.js.map +1 -1
  227. package/Materials/materialHelper.geometryrendering.js +19 -16
  228. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  229. package/Materials/materialPluginManager.pure.js +12 -8
  230. package/Materials/materialPluginManager.pure.js.map +1 -1
  231. package/Materials/prePassConfiguration.js +19 -16
  232. package/Materials/prePassConfiguration.js.map +1 -1
  233. package/Materials/shaderMaterial.pure.js +19 -6
  234. package/Materials/shaderMaterial.pure.js.map +1 -1
  235. package/Materials/shadowDepthWrapper.d.ts +6 -0
  236. package/Materials/shadowDepthWrapper.js +17 -0
  237. package/Materials/shadowDepthWrapper.js.map +1 -1
  238. package/Meshes/Compression/dracoCodec.d.ts +14 -0
  239. package/Meshes/Compression/dracoCodec.js +22 -0
  240. package/Meshes/Compression/dracoCodec.js.map +1 -1
  241. package/Meshes/Compression/dracoDecoder.d.ts +1 -0
  242. package/Meshes/Compression/dracoDecoder.js +27 -0
  243. package/Meshes/Compression/dracoDecoder.js.map +1 -1
  244. package/Meshes/Compression/dracoEncoder.d.ts +1 -0
  245. package/Meshes/Compression/dracoEncoder.js +8 -0
  246. package/Meshes/Compression/dracoEncoder.js.map +1 -1
  247. package/Meshes/Compression/meshoptCompression.d.ts +1 -0
  248. package/Meshes/Compression/meshoptCompression.js +9 -0
  249. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  250. package/Meshes/GaussianSplatting/gaussianSplattingGpuSorter.d.ts +415 -0
  251. package/Meshes/GaussianSplatting/gaussianSplattingGpuSorter.js +912 -0
  252. package/Meshes/GaussianSplatting/gaussianSplattingGpuSorter.js.map +1 -0
  253. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +3 -0
  254. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +40 -9
  255. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  256. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +112 -8
  257. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +696 -74
  258. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  259. package/Meshes/abstractMesh.pure.js +12 -4
  260. package/Meshes/abstractMesh.pure.js.map +1 -1
  261. package/Meshes/geometry.d.ts +5 -0
  262. package/Meshes/geometry.js +25 -0
  263. package/Meshes/geometry.js.map +1 -1
  264. package/Meshes/index.d.ts +1 -0
  265. package/Meshes/index.js +1 -0
  266. package/Meshes/index.js.map +1 -1
  267. package/Meshes/mesh.pure.d.ts +7 -0
  268. package/Meshes/mesh.pure.js +18 -13
  269. package/Meshes/mesh.pure.js.map +1 -1
  270. package/Meshes/pure.d.ts +1 -0
  271. package/Meshes/pure.js +1 -0
  272. package/Meshes/pure.js.map +1 -1
  273. package/Meshes/subMesh.pure.d.ts +3 -0
  274. package/Meshes/subMesh.pure.js +26 -0
  275. package/Meshes/subMesh.pure.js.map +1 -1
  276. package/Meshes/thinInstanceMesh.pure.js +5 -3
  277. package/Meshes/thinInstanceMesh.pure.js.map +1 -1
  278. package/Misc/index.d.ts +1 -0
  279. package/Misc/index.js +1 -0
  280. package/Misc/index.js.map +1 -1
  281. package/Misc/khronosTextureContainer2.d.ts +3 -2
  282. package/Misc/khronosTextureContainer2.js +24 -6
  283. package/Misc/khronosTextureContainer2.js.map +1 -1
  284. package/Misc/khronosTextureContainer2Encoder.d.ts +166 -0
  285. package/Misc/khronosTextureContainer2Encoder.js +556 -0
  286. package/Misc/khronosTextureContainer2Encoder.js.map +1 -0
  287. package/Misc/khronosTextureContainer2EncoderWorker.d.ts +61 -0
  288. package/Misc/khronosTextureContainer2EncoderWorker.js +55 -0
  289. package/Misc/khronosTextureContainer2EncoderWorker.js.map +1 -0
  290. package/Misc/pure.d.ts +1 -0
  291. package/Misc/pure.js +1 -0
  292. package/Misc/pure.js.map +1 -1
  293. package/Misc/textureFormat.functions.d.ts +6 -0
  294. package/Misc/textureFormat.functions.js +54 -0
  295. package/Misc/textureFormat.functions.js.map +1 -0
  296. package/Misc/textureTools.d.ts +6 -2
  297. package/Misc/textureTools.js +100 -42
  298. package/Misc/textureTools.js.map +1 -1
  299. package/Misc/tools.pure.js +1 -1
  300. package/Misc/tools.pure.js.map +1 -1
  301. package/Particles/Node/Blocks/systemBlock.pure.d.ts +1 -1
  302. package/Particles/Node/Blocks/systemBlock.pure.js +6 -3
  303. package/Particles/Node/Blocks/systemBlock.pure.js.map +1 -1
  304. package/Particles/computeShaderParticleSystem.pure.js +5 -0
  305. package/Particles/computeShaderParticleSystem.pure.js.map +1 -1
  306. package/Particles/gpuParticleSystem.pure.d.ts +2 -0
  307. package/Particles/gpuParticleSystem.pure.js +25 -1
  308. package/Particles/gpuParticleSystem.pure.js.map +1 -1
  309. package/Particles/solidParticle.d.ts +5 -0
  310. package/Particles/solidParticle.js +5 -0
  311. package/Particles/solidParticle.js.map +1 -1
  312. package/Particles/solidParticleSystem.d.ts +10 -0
  313. package/Particles/solidParticleSystem.js +72 -13
  314. package/Particles/solidParticleSystem.js.map +1 -1
  315. package/Particles/thinParticleSystem.pure.js +4 -0
  316. package/Particles/thinParticleSystem.pure.js.map +1 -1
  317. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.pure.d.ts +27 -6
  318. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.pure.js +60 -5
  319. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.pure.js.map +1 -1
  320. package/PostProcesses/thinTAAPostProcess.d.ts +1 -0
  321. package/PostProcesses/thinTAAPostProcess.js +17 -1
  322. package/PostProcesses/thinTAAPostProcess.js.map +1 -1
  323. package/PostProcesses/volumetricLightScatteringPostProcess.pure.d.ts +2 -1
  324. package/PostProcesses/volumetricLightScatteringPostProcess.pure.js +6 -5
  325. package/PostProcesses/volumetricLightScatteringPostProcess.pure.js.map +1 -1
  326. package/Rendering/boundingBoxRenderer.pure.js +2 -3
  327. package/Rendering/boundingBoxRenderer.pure.js.map +1 -1
  328. package/Rendering/geometryBufferRenderer.pure.js +8 -2
  329. package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
  330. package/Rendering/objectRenderer.d.ts +1 -0
  331. package/Rendering/objectRenderer.js +14 -0
  332. package/Rendering/objectRenderer.js.map +1 -1
  333. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +2 -2
  334. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  335. package/Shaders/ShadersInclude/bumpVertex.js +1 -1
  336. package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
  337. package/Shaders/ShadersInclude/bumpVertexDeclaration.js +1 -1
  338. package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  339. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +5 -1
  340. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
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Logger } from \"../Misc/logger\";\nimport { TextureSampler } from \"../Materials/Textures/textureSampler\";\nimport { type DataBuffer } from \"core/Buffers/dataBuffer\";\nimport { type ExternalTexture } from \"core/Materials/Textures/externalTexture\";\nimport { type VideoTexture } from \"core/Materials/Textures/videoTexture.pure\";\nimport { WebGPUPerfCounter } from \"core/Engines/WebGPU/webgpuPerfCounter\";\nimport { type AbstractEngine } from \"core/Engines/abstractEngine.pure\";\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\nimport { type InternalTexture } from \"core/Materials/Textures/internalTexture\";\nimport { RegisterClass } from \"../Misc/typeStore\";\n\n/**\n * Defines the options associated with the creation of a compute shader.\n */\nexport interface IComputeShaderOptions {\n /**\n * list of bindings mapping (key is property name, value is binding location)\n * Must be provided because browsers don't support reflection for wgsl shaders yet (so there's no way to query the binding/group from a variable name)\n * TODO: remove this when browsers support reflection for wgsl shaders\n */\n bindingsMapping: ComputeBindingMapping;\n\n /**\n * The list of defines used in the shader\n */\n defines?: string[];\n\n /**\n * The name of the entry point in the shader source (default: \"main\")\n */\n entryPoint?: string;\n\n /**\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\n */\n processFinalCode?: Nullable<(code: string) => string>;\n\n /**\n * If true, the engine should create an explicit pipeline layout for this compute shader instead of using an automatic layout.\n */\n useExplicitComputePipelineLayout?: boolean;\n}\n\ntype ComputeBindingListInternal = { [key: string]: { type: ComputeBindingType; object: any; indexInGroupEntries?: number; buffer?: Nullable<DataBuffer> } };\n\n/**\n * The ComputeShader object lets you execute a compute shader on your GPU (if supported by the engine)\n */\nexport class ComputeShader {\n private _engine: AbstractEngine;\n private _shaderPath: IComputeShaderPath | string;\n private _options: IComputeShaderOptions;\n private _effect: ComputeEffect;\n private _cachedDefines: string;\n private _bindings: ComputeBindingListInternal = {};\n private _samplers: { [key: string]: TextureSampler } = {};\n private _context: IComputeContext;\n private _contextIsDirty = false;\n\n /**\n * Gets the unique id of the compute shader\n */\n public readonly uniqueId: number;\n\n /**\n * The name of the shader\n */\n @serialize()\n public name: string;\n\n /**\n * The options used to create the shader\n */\n public get options() {\n return this._options;\n }\n\n /**\n * The shaderPath used to create the shader\n */\n public get shaderPath() {\n return this._shaderPath;\n }\n\n /**\n * When set to true, dispatch won't call isReady anymore and won't check if the underlying GPU resources should be (re)created because of a change in the inputs (texture, uniform buffer, etc.)\n * If you know that your inputs did not change since last time dispatch was called and that isReady() returns true, set this flag to true to improve performance\n */\n @serialize()\n public fastMode = false;\n\n /**\n * Callback triggered when the shader is compiled\n */\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\n\n /**\n * Callback triggered when an error occurs\n */\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\n\n /**\n * Gets the GPU time spent running the compute shader for the last frame rendered (in nanoseconds).\n * You have to enable the \"timestamp-query\" extension in the engine constructor options and set engine.enableGPUTimingMeasurements = true.\n */\n public readonly gpuTimeInFrame?: WebGPUPerfCounter;\n\n /**\n * If set to true, the compute context will be rebuilt at the next dispatch even if in fast mode\n */\n public triggerContextRebuild = false;\n\n /**\n * Instantiates a new compute shader.\n * @param name Defines the name of the compute shader in the scene\n * @param engine Defines the engine the compute shader belongs to\n * @param shaderPath Defines the route to the shader code in one of three ways:\n * * object: \\{ compute: \"custom\" \\}, used with ShaderStore.ShadersStoreWGSL[\"customComputeShader\"]\n * * object: \\{ computeElement: \"HTMLElementId\" \\}, used with shader code in script tags\n * * object: \\{ computeSource: \"compute shader code string\" \\}, where the string contains the shader code\n * * string: try first to find the code in ShaderStore.ShadersStoreWGSL[shaderPath + \"ComputeShader\"]. If not, assumes it is a file with name shaderPath.compute.fx in index.html folder.\n * @param options Define the options used to create the shader\n */\n constructor(name: string, engine: AbstractEngine, shaderPath: IComputeShaderPath | string, options: Partial<IComputeShaderOptions> = {}) {\n this.name = name;\n this._engine = engine;\n this.uniqueId = UniqueIdGenerator.UniqueId;\n if ((engine as WebGPUEngine).enableGPUTimingMeasurements) {\n this.gpuTimeInFrame = new WebGPUPerfCounter();\n }\n\n if (!this._engine.getCaps().supportComputeShaders) {\n Logger.Error(\"This engine does not support compute shaders!\");\n return;\n }\n if (!options.bindingsMapping) {\n Logger.Error(\"You must provide the binding mappings as browsers don't support reflection for wgsl shaders yet!\");\n return;\n }\n\n this._context = engine.createComputeContext()!;\n this._shaderPath = shaderPath;\n this._options = {\n bindingsMapping: {},\n defines: [],\n entryPoint: \"main\",\n ...options,\n };\n }\n\n /**\n * Gets the current class name of the material e.g. \"ComputeShader\"\n * Mainly use in serialization.\n * @returns the class name\n */\n public getClassName(): string {\n return \"ComputeShader\";\n }\n\n /**\n * Binds a texture to the shader\n * @param name Binding name of the texture\n * @param texture Texture to bind\n * @param bindSampler Bind the sampler corresponding to the texture (default: true). The sampler will be bound just before the binding index of the texture\n */\n public setTexture(name: string, texture: BaseTexture, bindSampler = true): void {\n const current = this._bindings[name];\n\n this._bindings[name] = {\n type: bindSampler ? ComputeBindingType.Texture : ComputeBindingType.TextureWithoutSampler,\n object: texture,\n indexInGroupEntries: current?.indexInGroupEntries,\n };\n\n this._contextIsDirty ||= !current || current.object !== texture || current.type !== this._bindings[name].type;\n }\n\n /**\n * Binds an internal texture to the shader\n * @param name Binding name of the texture\n * @param texture Texture to bind\n */\n public setInternalTexture(name: string, texture: InternalTexture): void {\n const current = this._bindings[name];\n\n this._bindings[name] = {\n type: ComputeBindingType.InternalTexture,\n object: texture,\n indexInGroupEntries: current?.indexInGroupEntries,\n };\n\n this._contextIsDirty ||= !current || current.object !== texture || current.type !== this._bindings[name].type;\n }\n\n /**\n * Binds a storage texture to the shader\n * @param name Binding name of the texture\n * @param texture Texture to bind\n */\n public setStorageTexture(name: string, texture: BaseTexture): void {\n const current = this._bindings[name];\n\n this._contextIsDirty ||= !current || current.object !== texture;\n\n this._bindings[name] = {\n type: ComputeBindingType.StorageTexture,\n object: texture,\n indexInGroupEntries: current?.indexInGroupEntries,\n };\n }\n\n /**\n * Binds an external texture to the shader\n * @param name Binding name of the texture\n * @param texture Texture to bind\n */\n public setExternalTexture(name: string, texture: ExternalTexture): void {\n const current = this._bindings[name];\n\n this._contextIsDirty ||= !current || current.object !== texture;\n\n this._bindings[name] = {\n type: ComputeBindingType.ExternalTexture,\n object: texture,\n indexInGroupEntries: current?.indexInGroupEntries,\n };\n }\n\n /**\n * Binds a video texture to the shader (by binding the external texture attached to this video)\n * @param name Binding name of the texture\n * @param texture Texture to bind\n * @returns true if the video texture was successfully bound, else false. false will be returned if the current engine does not support external textures\n */\n public setVideoTexture(name: string, texture: VideoTexture) {\n if (texture.externalTexture) {\n this.setExternalTexture(name, texture.externalTexture);\n return true;\n }\n\n return false;\n }\n\n /**\n * Binds a uniform buffer to the shader\n * @param name Binding name of the buffer\n * @param buffer Buffer to bind\n */\n public setUniformBuffer(name: string, buffer: UniformBuffer | DataBuffer): void {\n const current = this._bindings[name];\n\n this._contextIsDirty ||= !current || current.object !== buffer;\n\n this._bindings[name] = {\n type: ComputeShader._BufferIsDataBuffer(buffer) ? 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ComputeBindingType.DataBuffer : ComputeBindingType.StorageBuffer,\n object: buffer,\n indexInGroupEntries: current?.indexInGroupEntries,\n };\n }\n\n /**\n * Binds a texture sampler to the shader\n * @param name Binding name of the sampler\n * @param sampler Sampler to bind\n */\n public setTextureSampler(name: string, sampler: TextureSampler): void {\n const current = this._bindings[name];\n\n this._contextIsDirty ||= !current || !sampler.compareSampler(current.object);\n\n this._bindings[name] = {\n type: ComputeBindingType.Sampler,\n object: sampler,\n indexInGroupEntries: current?.indexInGroupEntries,\n };\n }\n\n /**\n * Specifies that the compute shader is ready to be executed (the compute effect and all the resources are ready)\n * @returns true if the compute shader is ready to be executed\n */\n public isReady(): boolean {\n let effect = this._effect;\n\n for (const key in this._bindings) {\n const binding = this._bindings[key],\n type = binding.type,\n object = binding.object;\n\n switch (type) {\n case ComputeBindingType.Texture:\n case ComputeBindingType.TextureWithoutSampler:\n case ComputeBindingType.StorageTexture: {\n const texture = object as BaseTexture;\n if (!texture.isReady()) {\n return false;\n }\n break;\n }\n case ComputeBindingType.ExternalTexture: {\n const texture = object as ExternalTexture;\n if (!texture.isReady()) {\n return false;\n }\n break;\n }\n }\n }\n\n const defines = [\"#define \" + this._options.entryPoint];\n\n const shaderName = this._shaderPath;\n\n if (this._options.defines) {\n for (let index = 0; index < this._options.defines.length; index++) {\n defines.push(this._options.defines[index]);\n }\n }\n\n const join = defines.join(\"\\n\");\n\n if (this._cachedDefines !== join) {\n this._cachedDefines = join;\n\n effect = this._engine.createComputeEffect(shaderName, <IComputeEffectCreationOptions>{\n defines: join,\n entryPoint: this._options.entryPoint,\n onCompiled: this.onCompiled,\n onError: this.onError,\n useExplicitComputePipelineLayout: this._options.useExplicitComputePipelineLayout,\n });\n\n this._effect = effect;\n }\n\n if (!effect.isReady()) {\n return false;\n }\n\n return true;\n }\n\n /**\n * Dispatches (executes) the compute shader\n * @param x Number of workgroups to execute on the X dimension\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\n * @returns True if the dispatch could be done, else false (meaning either the compute effect or at least one of the bound resources was not ready)\n */\n public dispatch(x: number, y?: number, z?: number): boolean {\n if ((!this.fastMode || this.triggerContextRebuild) && !this._checkContext()) {\n return false;\n }\n this._engine.computeDispatch(this._effect, this._context, this._bindings, x, y, z, this._options.bindingsMapping, this.gpuTimeInFrame);\n\n return true;\n }\n\n /**\n * Dispatches (executes) the compute shader.\n * @param buffer Buffer containing the number of workgroups to execute on the X, Y and Z dimensions\n * @param offset Offset in the buffer where the workgroup counts are stored (default: 0)\n * @returns True if the dispatch could be done, else false (meaning either the compute effect or at least one of the bound resources was not ready)\n */\n public dispatchIndirect(buffer: StorageBuffer | DataBuffer, offset: number = 0): boolean {\n if ((!this.fastMode || this.triggerContextRebuild) && !this._checkContext()) {\n return false;\n }\n const dataBuffer = ComputeShader._BufferIsDataBuffer(buffer) ? buffer : buffer.getBuffer();\n this._engine.computeDispatchIndirect(this._effect, this._context, this._bindings, dataBuffer, offset, this._options.bindingsMapping, this.gpuTimeInFrame);\n return true;\n }\n\n private _checkContext(): boolean {\n if (!this.isReady()) {\n return false;\n }\n\n // If the sampling parameters of a texture bound to the shader have changed, we must clear the compute context so that it is recreated with the updated values\n // Also, if the actual (gpu) buffer used by a uniform buffer has changed, we must clear the compute context so that it is recreated with the updated value\n for (const key in this._bindings) {\n const binding = this._bindings[key];\n\n if (!this._options.bindingsMapping[key]) {\n throw new Error(\"ComputeShader ('\" + this.name + \"'): No binding mapping has been provided for the property '\" + key + \"'\");\n }\n\n switch (binding.type) {\n case ComputeBindingType.Texture: {\n const sampler = this._samplers[key];\n const texture = binding.object as BaseTexture;\n\n if (!sampler || !texture._texture || !sampler.compareSampler(texture._texture)) {\n this._samplers[key] = new TextureSampler().setParameters(\n texture.wrapU,\n texture.wrapV,\n texture.wrapR,\n texture.anisotropicFilteringLevel,\n texture._texture!.samplingMode,\n texture._texture?._comparisonFunction\n );\n this._contextIsDirty = true;\n }\n break;\n }\n case ComputeBindingType.ExternalTexture: {\n // we must recreate the bind groups each time if there's an external texture, because device.importExternalTexture must be called each frame\n this._contextIsDirty = true;\n break;\n }\n case ComputeBindingType.UniformBuffer: {\n const ubo = binding.object as UniformBuffer;\n if (ubo.getBuffer() !== binding.buffer) {\n binding.buffer = ubo.getBuffer();\n this._contextIsDirty = true;\n }\n break;\n }\n }\n }\n\n if (this._contextIsDirty) {\n this.triggerContextRebuild = false;\n this._contextIsDirty = false;\n this._context.clear();\n }\n return true;\n }\n\n /**\n * Waits for the compute shader to be ready and executes it\n * @param x Number of workgroups to execute on the X dimension\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\n * @param delay Delay between the retries while the shader is not ready (in milliseconds - 10 by default)\n * @returns A promise that is resolved once the shader has been sent to the GPU. Note that it does not mean that the shader execution itself is finished!\n */\n // eslint-disable-next-line @typescript-eslint/naming-convention\n public async dispatchWhenReady(x: number, y?: number, z?: number, delay = 10): Promise<void> {\n return await new Promise((resolve) => {\n _RetryWithInterval(() => this.dispatch(x, y, z), resolve, undefined, delay);\n });\n }\n\n /**\n * Serializes this compute shader in a JSON representation\n * @returns the serialized compute shader object\n */\n public serialize(): any {\n const serializationObject = SerializationHelper.Serialize(this);\n\n serializationObject.options = this._options;\n serializationObject.shaderPath = this._shaderPath;\n serializationObject.bindings = {};\n serializationObject.textures = {};\n\n for (const key in this._bindings) {\n const binding = this._bindings[key];\n const object = binding.object;\n\n switch (binding.type) {\n case ComputeBindingType.Texture:\n case ComputeBindingType.TextureWithoutSampler:\n case ComputeBindingType.StorageTexture: {\n const serializedData = (object as BaseTexture).serialize();\n if (serializedData) {\n serializationObject.textures[key] = serializedData;\n serializationObject.bindings[key] = {\n type: binding.type,\n };\n }\n break;\n }\n\n case ComputeBindingType.InternalTexture:\n case ComputeBindingType.UniformBuffer: {\n break;\n }\n }\n }\n\n return serializationObject;\n }\n\n protected static _BufferIsDataBuffer(buffer: UniformBuffer | StorageBuffer | DataBuffer): buffer is DataBuffer {\n return (buffer as DataBuffer).underlyingResource !== undefined;\n }\n}\n\nlet _Registered = false;\n\n/**\n * Creates a compute shader from parsed compute shader data\n * @param source defines the JSON representation of the compute shader\n * @param scene defines the hosting scene\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\n * @returns a new compute shader\n */\nexport function ComputeShaderParse(source: any, scene: Scene, rootUrl: string): ComputeShader {\n const compute = SerializationHelper.Parse(() => new ComputeShader(source.name, scene.getEngine() as WebGPUEngine, source.shaderPath, source.options), source, scene, rootUrl);\n\n for (const key in source.textures) {\n const binding = source.bindings[key];\n const texture = <Texture>Texture.Parse(source.textures[key], scene, rootUrl);\n\n if (binding.type === ComputeBindingType.Texture) {\n compute.setTexture(key, texture);\n } else if (binding.type === ComputeBindingType.TextureWithoutSampler) {\n compute.setTexture(key, texture, false);\n } else {\n compute.setStorageTexture(key, texture);\n }\n }\n\n return compute;\n}\n\n/**\n * Register side effects for computeShader.\n * Safe to call multiple times; only the first call has an effect.\n */\nexport function RegisterComputeShader(): void {\n if (_Registered) {\n return;\n }\n _Registered = true;\n\n ComputeShader.Parse = ComputeShaderParse;\n\n RegisterClass(\"BABYLON.ComputeShader\", ComputeShader);\n}\n"]}
1
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Logger } from \"../Misc/logger\";\nimport { TextureSampler } from \"../Materials/Textures/textureSampler\";\nimport { type DataBuffer } from \"core/Buffers/dataBuffer\";\nimport { type ExternalTexture } from \"core/Materials/Textures/externalTexture\";\nimport { type VideoTexture } from \"core/Materials/Textures/videoTexture.pure\";\nimport { WebGPUPerfCounter } from \"core/Engines/WebGPU/webgpuPerfCounter\";\nimport { type AbstractEngine } from \"core/Engines/abstractEngine.pure\";\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\nimport { type InternalTexture } from \"core/Materials/Textures/internalTexture\";\nimport { RegisterClass } from \"../Misc/typeStore\";\n\n/**\n * Defines the options associated with the creation of a compute shader.\n */\nexport interface IComputeShaderOptions {\n /**\n * list of bindings mapping (key is property name, value is binding location)\n * Must be provided because browsers don't support reflection for wgsl shaders yet (so there's no way to query the binding/group from a variable name)\n * TODO: remove this when browsers support reflection for wgsl shaders\n */\n bindingsMapping: ComputeBindingMapping;\n\n /**\n * The list of defines used in the shader\n */\n defines?: string[];\n\n /**\n * The name of the entry point in the shader source (default: \"main\")\n */\n entryPoint?: string;\n\n /**\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\n */\n processFinalCode?: Nullable<(code: string) => string>;\n\n /**\n * If true, the engine should create an explicit pipeline layout for this compute shader instead of using an automatic layout.\n */\n useExplicitComputePipelineLayout?: boolean;\n}\n\ntype ComputeBindingListInternal = { [key: string]: { type: ComputeBindingType; object: any; indexInGroupEntries?: number; buffer?: Nullable<DataBuffer> } };\n\n/**\n * The ComputeShader object lets you execute a compute shader on your GPU (if supported by the engine)\n */\nexport class ComputeShader {\n private _engine: AbstractEngine;\n private _shaderPath: IComputeShaderPath | string;\n private _options: IComputeShaderOptions;\n private _effect: ComputeEffect;\n private _cachedDefines: string;\n private _bindings: ComputeBindingListInternal = {};\n private _samplers: { [key: string]: TextureSampler } = {};\n private _context: IComputeContext;\n private _contextIsDirty = false;\n\n /**\n * Gets the unique id of the compute shader\n */\n public readonly uniqueId: number;\n\n /**\n * The name of the shader\n */\n @serialize()\n public name: string;\n\n /**\n * The options used to create the shader\n */\n public get options() {\n return this._options;\n }\n\n /**\n * The shaderPath used to create the shader\n */\n public get shaderPath() {\n return this._shaderPath;\n }\n\n /**\n * When set to true, dispatch won't call isReady anymore and won't check if the underlying GPU resources should be (re)created because of a change in the inputs (texture, uniform buffer, etc.)\n * If you know that your inputs did not change since last time dispatch was called and that isReady() returns true, set this flag to true to improve performance\n */\n @serialize()\n public fastMode = false;\n\n /**\n * Callback triggered when the shader is compiled\n */\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\n\n /**\n * Callback triggered when an error occurs\n */\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\n\n /**\n * Gets the GPU time spent running the compute shader for the last frame rendered (in nanoseconds).\n * You have to enable the \"timestamp-query\" extension in the engine constructor options and set engine.enableGPUTimingMeasurements = true.\n */\n public readonly gpuTimeInFrame?: WebGPUPerfCounter;\n\n /**\n * If set to true, the compute context will be rebuilt at the next dispatch even if in fast mode\n */\n public triggerContextRebuild = false;\n\n /**\n * Instantiates a new compute shader.\n * @param name Defines the name of the compute shader in the scene\n * @param engine Defines the engine the compute shader belongs to\n * @param shaderPath Defines the route to the shader code in one of three ways:\n * * object: \\{ compute: \"custom\" \\}, used with ShaderStore.ShadersStoreWGSL[\"customComputeShader\"]\n * * object: \\{ computeElement: \"HTMLElementId\" \\}, used with shader code in script tags\n * * object: \\{ computeSource: \"compute shader code string\" \\}, where the string contains the shader code\n * * string: try first to find the code in ShaderStore.ShadersStoreWGSL[shaderPath + \"ComputeShader\"]. If not, assumes it is a file with name shaderPath.compute.fx in index.html folder.\n * @param options Define the options used to create the shader\n */\n constructor(name: string, engine: AbstractEngine, shaderPath: IComputeShaderPath | string, options: Partial<IComputeShaderOptions> = {}) {\n this.name = name;\n this._engine = engine;\n this.uniqueId = UniqueIdGenerator.UniqueId;\n if ((engine as WebGPUEngine).enableGPUTimingMeasurements) {\n this.gpuTimeInFrame = new WebGPUPerfCounter();\n }\n\n if (!this._engine.getCaps().supportComputeShaders) {\n Logger.Error(\"This engine does not support compute shaders!\");\n return;\n }\n if (!options.bindingsMapping) {\n Logger.Error(\"You must provide the binding mappings as browsers don't support reflection for wgsl shaders yet!\");\n return;\n }\n\n this._context = engine.createComputeContext()!;\n this._shaderPath = shaderPath;\n this._options = {\n bindingsMapping: {},\n defines: [],\n entryPoint: \"main\",\n ...options,\n };\n }\n\n /**\n * Gets the current class name of the material e.g. \"ComputeShader\"\n * Mainly use in serialization.\n * @returns the class name\n */\n public getClassName(): string {\n return \"ComputeShader\";\n }\n\n /**\n * Binds a texture to the shader\n * @param name Binding name of the texture\n * @param texture Texture to bind\n * @param bindSampler Bind the sampler corresponding to the texture (default: true). The sampler will be bound just before the binding index of the texture\n */\n public setTexture(name: string, texture: BaseTexture, bindSampler = true): void {\n const current = this._bindings[name];\n\n this._bindings[name] = {\n type: bindSampler ? ComputeBindingType.Texture : ComputeBindingType.TextureWithoutSampler,\n object: texture,\n indexInGroupEntries: current?.indexInGroupEntries,\n };\n\n this._contextIsDirty ||= !current || current.object !== texture || current.type !== this._bindings[name].type;\n }\n\n /**\n * Binds an internal texture to the shader\n * @param name Binding name of the texture\n * @param texture Texture to bind\n */\n public setInternalTexture(name: string, texture: InternalTexture): void {\n const current = this._bindings[name];\n\n this._bindings[name] = {\n type: ComputeBindingType.InternalTexture,\n object: texture,\n indexInGroupEntries: current?.indexInGroupEntries,\n };\n\n this._contextIsDirty ||= !current || current.object !== texture || current.type !== this._bindings[name].type;\n }\n\n /**\n * Binds a storage texture to the shader\n * @param name Binding name of the texture\n * @param texture Texture to bind\n */\n public setStorageTexture(name: string, texture: BaseTexture): void {\n const current = this._bindings[name];\n\n this._contextIsDirty ||= !current || current.object !== texture;\n\n this._bindings[name] = {\n type: ComputeBindingType.StorageTexture,\n object: texture,\n indexInGroupEntries: current?.indexInGroupEntries,\n };\n }\n\n /**\n * Binds an external texture to the shader\n * @param name Binding name of the texture\n * @param texture Texture to bind\n */\n public setExternalTexture(name: string, texture: ExternalTexture): void {\n const current = this._bindings[name];\n\n this._contextIsDirty ||= !current || current.object !== texture;\n\n this._bindings[name] = {\n type: ComputeBindingType.ExternalTexture,\n object: texture,\n indexInGroupEntries: current?.indexInGroupEntries,\n };\n }\n\n /**\n * Binds a video texture to the shader (by binding the external texture attached to this video)\n * @param name Binding name of the texture\n * @param texture Texture to bind\n * @returns true if the video texture was successfully bound, else false. false will be returned if the current engine does not support external textures\n */\n public setVideoTexture(name: string, texture: VideoTexture) {\n if (texture.externalTexture) {\n this.setExternalTexture(name, texture.externalTexture);\n return true;\n }\n\n return false;\n }\n\n /**\n * Binds a uniform buffer to the shader\n * @param name Binding name of the buffer\n * @param buffer Buffer to bind\n */\n public setUniformBuffer(name: string, buffer: UniformBuffer | DataBuffer): void {\n const current = this._bindings[name];\n\n this._contextIsDirty ||= !current || current.object !== buffer;\n\n this._bindings[name] = {\n type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.UniformBuffer,\n object: buffer,\n indexInGroupEntries: current?.indexInGroupEntries,\n };\n }\n\n /**\n * Binds a storage buffer to the shader\n * @param name Binding name of the buffer\n * @param buffer Buffer to bind\n */\n public setStorageBuffer(name: string, buffer: StorageBuffer | DataBuffer): void {\n const current = this._bindings[name];\n\n this._contextIsDirty ||= !current || current.object !== buffer;\n\n this._bindings[name] = {\n type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.StorageBuffer,\n object: buffer,\n indexInGroupEntries: current?.indexInGroupEntries,\n };\n }\n\n /**\n * Binds a texture sampler to the shader\n * @param name Binding name of the sampler\n * @param sampler Sampler to bind\n */\n public setTextureSampler(name: string, sampler: TextureSampler): void {\n const current = this._bindings[name];\n\n this._contextIsDirty ||= !current || !sampler.compareSampler(current.object);\n\n this._bindings[name] = {\n type: ComputeBindingType.Sampler,\n object: sampler,\n indexInGroupEntries: current?.indexInGroupEntries,\n };\n }\n\n /**\n * Specifies that the compute shader is ready to be executed (the compute effect and all the resources are ready)\n * @returns true if the compute shader is ready to be executed\n */\n public isReady(): boolean {\n // Select the effect for the current defines before checking resources, so the effect (and any compilation\n // error) always belongs to the requested variant, and compilation can proceed while resources load.\n const effect = this._getRequestedEffect();\n\n for (const key in this._bindings) {\n const binding = this._bindings[key],\n type = binding.type,\n object = binding.object;\n\n switch (type) {\n case ComputeBindingType.Texture:\n case ComputeBindingType.TextureWithoutSampler:\n case ComputeBindingType.StorageTexture: {\n const texture = object as BaseTexture;\n if (!texture.isReady()) {\n return false;\n }\n break;\n }\n case ComputeBindingType.ExternalTexture: {\n const texture = object as ExternalTexture;\n if (!texture.isReady()) {\n return false;\n }\n break;\n }\n }\n }\n\n if (!effect.isReady()) {\n return false;\n }\n\n return true;\n }\n\n private _getRequestedEffect(): ComputeEffect {\n const defines = [\"#define \" + this._options.entryPoint];\n\n const shaderName = this._shaderPath;\n\n if (this._options.defines) {\n for (let index = 0; index < this._options.defines.length; index++) {\n defines.push(this._options.defines[index]);\n }\n }\n\n const join = defines.join(\"\\n\");\n\n if (this._cachedDefines !== join) {\n this._cachedDefines = join;\n\n this._effect = this._engine.createComputeEffect(shaderName, <IComputeEffectCreationOptions>{\n defines: join,\n entryPoint: this._options.entryPoint,\n onCompiled: this.onCompiled,\n onError: this.onError,\n useExplicitComputePipelineLayout: this._options.useExplicitComputePipelineLayout,\n });\n }\n\n return this._effect;\n }\n\n /**\n * Dispatches (executes) the compute shader\n * @param x Number of workgroups to execute on the X dimension\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\n * @returns True if the dispatch could be done, else false (meaning either the compute effect or at least one of the bound resources was not ready)\n */\n public dispatch(x: number, y?: number, z?: number): boolean {\n if ((!this.fastMode || this.triggerContextRebuild) && !this._checkContext()) {\n return false;\n }\n this._engine.computeDispatch(this._effect, this._context, this._bindings, x, y, z, this._options.bindingsMapping, this.gpuTimeInFrame);\n\n return true;\n }\n\n /**\n * Dispatches (executes) the compute shader.\n * @param buffer Buffer containing the number of workgroups to execute on the X, Y and Z dimensions\n * @param offset Offset in the buffer where the workgroup counts are stored (default: 0)\n * @returns True if the dispatch could be done, else false (meaning either the compute effect or at least one of the bound resources was not ready)\n */\n public dispatchIndirect(buffer: StorageBuffer | DataBuffer, offset: number = 0): boolean {\n if ((!this.fastMode || this.triggerContextRebuild) && !this._checkContext()) {\n return false;\n }\n const dataBuffer = ComputeShader._BufferIsDataBuffer(buffer) ? buffer : buffer.getBuffer();\n this._engine.computeDispatchIndirect(this._effect, this._context, this._bindings, dataBuffer, offset, this._options.bindingsMapping, this.gpuTimeInFrame);\n return true;\n }\n\n private _checkContext(): boolean {\n if (!this.isReady()) {\n return false;\n }\n\n // If the sampling parameters of a texture bound to the shader have changed, we must clear the compute context so that it is recreated with the updated values\n // Also, if the actual (gpu) buffer used by a uniform buffer has changed, we must clear the compute context so that it is recreated with the updated value\n for (const key in this._bindings) {\n const binding = this._bindings[key];\n\n if (!this._options.bindingsMapping[key]) {\n throw new Error(\"ComputeShader ('\" + this.name + \"'): No binding mapping has been provided for the property '\" + key + \"'\");\n }\n\n switch (binding.type) {\n case ComputeBindingType.Texture: {\n const sampler = this._samplers[key];\n const texture = binding.object as BaseTexture;\n\n if (!sampler || !texture._texture || !sampler.compareSampler(texture._texture)) {\n this._samplers[key] = new TextureSampler().setParameters(\n texture.wrapU,\n texture.wrapV,\n texture.wrapR,\n texture.anisotropicFilteringLevel,\n texture._texture!.samplingMode,\n texture._texture?._comparisonFunction\n );\n this._contextIsDirty = true;\n }\n break;\n }\n case ComputeBindingType.ExternalTexture: {\n // we must recreate the bind groups each time if there's an external texture, because device.importExternalTexture must be called each frame\n this._contextIsDirty = true;\n break;\n }\n case ComputeBindingType.UniformBuffer: {\n const ubo = binding.object as UniformBuffer;\n if (ubo.getBuffer() !== binding.buffer) {\n binding.buffer = ubo.getBuffer();\n this._contextIsDirty = true;\n }\n break;\n }\n }\n }\n\n if (this._contextIsDirty) {\n this.triggerContextRebuild = false;\n this._contextIsDirty = false;\n this._context.clear();\n }\n return true;\n }\n\n /**\n * Waits for the compute shader to be ready and executes it\n * @param x Number of workgroups to execute on the X dimension\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\n * @param delay Delay between the retries while the shader is not ready (in milliseconds - 10 by default)\n * @returns A promise that is resolved once the shader has been sent to the GPU, or rejected if compilation or dispatch fails or readiness times out. Note that resolution does not mean that the shader execution itself is finished!\n */\n // eslint-disable-next-line @typescript-eslint/naming-convention\n public async dispatchWhenReady(x: number, y?: number, z?: number, delay = 10): Promise<void> {\n return await new Promise<void>((resolve, reject) => {\n const throwIfCompilationFailed = () => {\n // A failed recompile keeps its error while a previous valid pipeline stays ready, so only fail\n // when the effect itself cannot dispatch.\n const compilationError = this._effect?.getCompilationError();\n if (compilationError && !this._effect.isReady()) {\n throw new Error(`Compute shader '${this.name}' compilation failed: ${compilationError}`);\n }\n };\n\n _RetryWithInterval(\n () => {\n const dispatched = this.dispatch(x, y, z);\n if (dispatched) {\n return true;\n }\n throwIfCompilationFailed();\n return false;\n },\n resolve,\n reject,\n delay\n );\n });\n }\n\n /**\n * Serializes this compute shader in a JSON representation\n * @returns the serialized compute shader object\n */\n public serialize(): any {\n const serializationObject = SerializationHelper.Serialize(this);\n\n serializationObject.options = this._options;\n serializationObject.shaderPath = this._shaderPath;\n serializationObject.bindings = {};\n serializationObject.textures = {};\n\n for (const key in this._bindings) {\n const binding = this._bindings[key];\n const object = binding.object;\n\n switch (binding.type) {\n case ComputeBindingType.Texture:\n case ComputeBindingType.TextureWithoutSampler:\n case ComputeBindingType.StorageTexture: {\n const serializedData = (object as BaseTexture).serialize();\n if (serializedData) {\n serializationObject.textures[key] = serializedData;\n serializationObject.bindings[key] = {\n type: binding.type,\n };\n }\n break;\n }\n\n case ComputeBindingType.InternalTexture:\n case ComputeBindingType.UniformBuffer: {\n break;\n }\n }\n }\n\n return serializationObject;\n }\n\n protected static _BufferIsDataBuffer(buffer: UniformBuffer | StorageBuffer | DataBuffer): buffer is DataBuffer {\n return (buffer as DataBuffer).underlyingResource !== undefined;\n }\n}\n\nlet _Registered = false;\n\n/**\n * Creates a compute shader from parsed compute shader data\n * @param source defines the JSON representation of the compute shader\n * @param scene defines the hosting scene\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\n * @returns a new compute shader\n */\nexport function ComputeShaderParse(source: any, scene: Scene, rootUrl: string): ComputeShader {\n const compute = SerializationHelper.Parse(() => new ComputeShader(source.name, scene.getEngine() as WebGPUEngine, source.shaderPath, source.options), source, scene, rootUrl);\n\n for (const key in source.textures) {\n const binding = source.bindings[key];\n const texture = <Texture>Texture.Parse(source.textures[key], scene, rootUrl);\n\n if (binding.type === ComputeBindingType.Texture) {\n compute.setTexture(key, texture);\n } else if (binding.type === ComputeBindingType.TextureWithoutSampler) {\n compute.setTexture(key, texture, false);\n } else {\n compute.setStorageTexture(key, texture);\n }\n }\n\n return compute;\n}\n\n/**\n * Register side effects for computeShader.\n * Safe to call multiple times; only the first call has an effect.\n */\nexport function RegisterComputeShader(): void {\n if (_Registered) {\n return;\n }\n _Registered = true;\n\n ComputeShader.Parse = ComputeShaderParse;\n\n RegisterClass(\"BABYLON.ComputeShader\", ComputeShader);\n}\n"]}
@@ -332,6 +332,8 @@ export class Ray {
332
332
  const w = TmpVectors.Vector3[3];
333
333
  segb.subtractToRef(sega, u);
334
334
  this.direction.scaleToRef(Ray._Rayl, v);
335
+ // tc runs along direction * Ray._Rayl, so the ray end is at tc = length / Ray._Rayl
336
+ const tMax = Math.min(this.length / Ray._Rayl, 1);
335
337
  o.addToRef(v, rsegb);
336
338
  sega.subtractToRef(o, w);
337
339
  const a = Vector3.Dot(u, u); // always >= 0
@@ -342,6 +344,7 @@ export class Ray {
342
344
  const discriminant = a * c - b * b; // always >= 0
343
345
  let sN, sD = discriminant; // sc = sN / sD, default sD = D >= 0
344
346
  let tN, tD = discriminant; // tc = tN / tD, default tD = D >= 0
347
+ let isClampedAtRayEnd = false;
345
348
  // compute the line parameters of the two closest points
346
349
  if (discriminant < Ray._Smallnum) {
347
350
  // the lines are almost parallel
@@ -382,24 +385,34 @@ export class Ray {
382
385
  sD = a;
383
386
  }
384
387
  }
385
- else if (tN > tD) {
386
- // tc > 1 => the t=1 edge is visible
387
- tN = tD;
388
+ else if (tN > tMax * tD) {
389
+ // tc > tMax => the ray end is visible
390
+ isClampedAtRayEnd = true;
391
+ tN = tMax * tD;
388
392
  // recompute sc for this edge
389
- if (-d + b < 0.0) {
393
+ if (-d + b * tMax < 0.0) {
390
394
  sN = 0;
391
395
  }
392
- else if (-d + b > a) {
396
+ else if (-d + b * tMax > a) {
393
397
  sN = sD;
394
398
  }
395
399
  else {
396
- sN = -d + b;
400
+ sN = -d + b * tMax;
397
401
  sD = a;
398
402
  }
399
403
  }
400
404
  // finally do the division to get sc and tc
401
- const sc = Math.abs(sN) < Ray._Smallnum ? 0.0 : sN / sD;
402
- const tc = Math.abs(tN) < Ray._Smallnum ? 0.0 : tN / tD;
405
+ let sc, tc;
406
+ if (isClampedAtRayEnd) {
407
+ // tc is tMax and 0 <= sN <= sD, but for a short ray or segment both numerators can be below _Smallnum:
408
+ // keep the normalized values and only guard the division for a zero-length segment (sD = a = 0)
409
+ sc = sD > 0.0 ? sN / sD : 0.0;
410
+ tc = tMax;
411
+ }
412
+ else {
413
+ sc = Math.abs(sN) < Ray._Smallnum ? 0.0 : sN / sD;
414
+ tc = Math.abs(tN) < Ray._Smallnum ? 0.0 : tN / tD;
415
+ }
403
416
  // get the difference of the two closest points
404
417
  const qtc = TmpVectors.Vector3[4];
405
418
  v.scaleToRef(tc, qtc);
@@ -408,7 +421,7 @@ export class Ray {
408
421
  qsc.addInPlace(w);
409
422
  const dP = TmpVectors.Vector3[6];
410
423
  qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
411
- const isIntersected = tc > 0 && tc <= this.length && dP.lengthSquared() < threshold * threshold; // return intersection result
424
+ const isIntersected = tc > 0 && tc <= 1 && dP.lengthSquared() < threshold * threshold; // return intersection result
412
425
  if (isIntersected) {
413
426
  return qsc.length();
414
427
  }