import type { Immutable, Nullable } from "../types"; import type { Color3Gradient, IValueGradient } from "../Misc/gradients"; import { Observable } from "../Misc/observable"; import { Vector3, Matrix } from "../Maths/math.vector"; import { Color4 } from "../Maths/math.color"; import { VertexBuffer } from "../Buffers/buffer"; import type { IParticleSystem } from "./IParticleSystem"; import { BaseParticleSystem } from "./baseParticleSystem"; import { BoxParticleEmitter } from "../Particles/EmitterTypes/boxParticleEmitter"; import type { IDisposable } from "../scene"; import type { Effect } from "../Materials/effect"; import { RawTexture } from "../Materials/Textures/rawTexture"; import type { IAnimatable } from "../Animations/animatable.interface"; import { AbstractEngine } from "../Engines/abstractEngine"; import type { DataBuffer } from "../Buffers/dataBuffer"; import { DrawWrapper } from "../Materials/drawWrapper"; import { Scene } from "../scene"; import "../Engines/Extensions/engine.transformFeedback"; import "../Shaders/gpuRenderParticles.fragment"; import "../Shaders/gpuRenderParticles.vertex"; import type { PointParticleEmitter } from "./EmitterTypes/pointParticleEmitter"; import type { HemisphericParticleEmitter } from "./EmitterTypes/hemisphericParticleEmitter"; import type { SphereDirectedParticleEmitter, SphereParticleEmitter } from "./EmitterTypes/sphereParticleEmitter"; import type { CylinderDirectedParticleEmitter, CylinderParticleEmitter } from "./EmitterTypes/cylinderParticleEmitter"; import type { ConeParticleEmitter } from "./EmitterTypes/coneParticleEmitter"; /** * This represents a GPU particle system in Babylon * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data * @see https://www.babylonjs-playground.com/#PU4WYI#4 */ export declare class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable { /** * The layer mask we are rendering the particles through. */ layerMask: number; private _capacity; private _maxActiveParticleCount; private _currentActiveCount; private _accumulatedCount; private _updateBuffer; private _buffer0; private _buffer1; private _spriteBuffer; private _renderVertexBuffers; private _linesIndexBufferUseInstancing; private _targetIndex; private _sourceBuffer; private _targetBuffer; private _currentRenderId; private _currentRenderingCameraUniqueId; private _started; private _stopped; private _timeDelta; /** @internal */ _randomTexture: RawTexture; /** @internal */ _randomTexture2: RawTexture; /** Indicates that the update of particles is done in the animate function (and not in render). Default: false */ updateInAnimate: boolean; private _attributesStrideSize; private _cachedUpdateDefines; private _randomTextureSize; private _actualFrame; private _drawWrappers; private _customWrappers; private readonly _rawTextureWidth; private _platform; private _rebuildingAfterContextLost; /** * Gets a boolean indicating if the GPU particles can be rendered on current browser */ static get IsSupported(): boolean; /** * An event triggered when the system is disposed. */ onDisposeObservable: Observable; /** * An event triggered when the system is stopped */ onStoppedObservable: Observable; private _createIndexBuffer; /** * Gets the maximum number of particles active at the same time. * @returns The max number of active particles. */ getCapacity(): number; /** * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls * to override the particles. */ forceDepthWrite: boolean; /** * Gets or set the number of active particles * The value cannot be greater than "capacity" (if it is, it will be limited to "capacity"). */ get maxActiveParticleCount(): number; set maxActiveParticleCount(value: number); /** * Gets or set the number of active particles * @deprecated Please use maxActiveParticleCount instead. */ get activeParticleCount(): number; set activeParticleCount(value: number); private _preWarmDone; /** * Specifies if the particles are updated in emitter local space or world space. */ isLocal: boolean; /** Indicates that the particle system is GPU based */ readonly isGPU = true; /** Gets or sets a matrix to use to compute projection */ defaultProjectionMatrix: Matrix; /** * Creates a Point Emitter for the particle system (emits directly from the emitter position) * @param direction1 Particles are emitted between the direction1 and direction2 from within the box * @param direction2 Particles are emitted between the direction1 and direction2 from within the box * @returns the emitter */ createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter; /** * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius) * @param radius The radius of the hemisphere to emit from * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius * @returns the emitter */ createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter; /** * Creates a Sphere Emitter for the particle system (emits along the sphere radius) * @param radius The radius of the sphere to emit from * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius * @returns the emitter */ createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter; /** * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2) * @param radius The radius of the sphere to emit from * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere * @returns the emitter */ createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter; /** * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position) * @param radius The radius of the emission cylinder * @param height The height of the emission cylinder * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius * @param directionRandomizer How much to randomize the particle direction [0-1] * @returns the emitter */ createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter; /** * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2) * @param radius The radius of the cylinder to emit from * @param height The height of the emission cylinder * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default) * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder * @returns the emitter */ createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter; /** * Creates a Cone Emitter for the particle system (emits from the cone to the particle position) * @param radius The radius of the cone to emit from * @param angle The base angle of the cone * @returns the emitter */ createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter; /** * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox) * @param direction1 Particles are emitted between the direction1 and direction2 from within the box * @param direction2 Particles are emitted between the direction1 and direction2 from within the box * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox * @returns the emitter */ createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter; /** * Is this system ready to be used/rendered * @returns true if the system is ready */ isReady(): boolean; /** * Gets if the system has been started. (Note: this will still be true after stop is called) * @returns True if it has been started, otherwise false. */ isStarted(): boolean; /** * Gets if the system has been stopped. (Note: rendering is still happening but the system is frozen) * @returns True if it has been stopped, otherwise false. */ isStopped(): boolean; /** * Gets a boolean indicating that the system is stopping * @returns true if the system is currently stopping */ isStopping(): boolean; /** * Gets the number of particles active at the same time. * @returns The number of active particles. */ getActiveCount(): number; /** * Starts the particle system and begins to emit * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default) */ start(delay?: number): void; /** * Stops the particle system. */ stop(): void; /** * Remove all active particles */ reset(): void; /** * Returns the string "GPUParticleSystem" * @returns a string containing the class name */ getClassName(): string; /** * Gets the custom effect used to render the particles * @param blendMode Blend mode for which the effect should be retrieved * @returns The effect */ getCustomEffect(blendMode?: number): Nullable; private _getCustomDrawWrapper; /** * Sets the custom effect used to render the particles * @param effect The effect to set * @param blendMode Blend mode for which the effect should be set */ setCustomEffect(effect: Nullable, blendMode?: number): void; /** @internal */ protected _onBeforeDrawParticlesObservable: Nullable>>; /** * Observable that will be called just before the particles are drawn */ get onBeforeDrawParticlesObservable(): Observable>; /** * Gets the name of the particle vertex shader */ get vertexShaderName(): string; /** * Gets the vertex buffers used by the particle system * Should be called after render() has been called for the current frame so that the buffers returned are the ones that have been updated * in the current frame (there's a ping-pong between two sets of buffers - for a given frame, one set is used as the source and the other as the destination) */ get vertexBuffers(): Immutable<{ [key: string]: VertexBuffer; }>; /** * Gets the index buffer used by the particle system (null for GPU particle systems) */ get indexBuffer(): Nullable; /** @internal */ _colorGradientsTexture: RawTexture; protected _removeGradientAndTexture(gradient: number, gradients: Nullable, texture: RawTexture): BaseParticleSystem; /** * Adds a new color gradient * @param gradient defines the gradient to use (between 0 and 1) * @param color1 defines the color to affect to the specified gradient * @returns the current particle system */ addColorGradient(gradient: number, color1: Color4): GPUParticleSystem; private _refreshColorGradient; /** Force the system to rebuild all gradients that need to be resync */ forceRefreshGradients(): void; /** * Remove a specific color gradient * @param gradient defines the gradient to remove * @returns the current particle system */ removeColorGradient(gradient: number): GPUParticleSystem; /** * Resets the draw wrappers cache */ resetDrawCache(): void; /** @internal */ _angularSpeedGradientsTexture: RawTexture; /** @internal */ _sizeGradientsTexture: RawTexture; /** @internal */ _velocityGradientsTexture: RawTexture; /** @internal */ _limitVelocityGradientsTexture: RawTexture; /** @internal */ _dragGradientsTexture: RawTexture; private _addFactorGradient; /** * Adds a new size gradient * @param gradient defines the gradient to use (between 0 and 1) * @param factor defines the size factor to affect to the specified gradient * @returns the current particle system */ addSizeGradient(gradient: number, factor: number): GPUParticleSystem; /** * Remove a specific size gradient * @param gradient defines the gradient to remove * @returns the current particle system */ removeSizeGradient(gradient: number): GPUParticleSystem; private _refreshFactorGradient; /** * Adds a new angular speed gradient * @param gradient defines the gradient to use (between 0 and 1) * @param factor defines the angular speed to affect to the specified gradient * @returns the current particle system */ addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem; /** * Remove a specific angular speed gradient * @param gradient defines the gradient to remove * @returns the current particle system */ removeAngularSpeedGradient(gradient: number): GPUParticleSystem; /** * Adds a new velocity gradient * @param gradient defines the gradient to use (between 0 and 1) * @param factor defines the velocity to affect to the specified gradient * @returns the current particle system */ addVelocityGradient(gradient: number, factor: number): GPUParticleSystem; /** * Remove a specific velocity gradient * @param gradient defines the gradient to remove * @returns the current particle system */ removeVelocityGradient(gradient: number): GPUParticleSystem; /** * Adds a new limit velocity gradient * @param gradient defines the gradient to use (between 0 and 1) * @param factor defines the limit velocity value to affect to the specified gradient * @returns the current particle system */ addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem; /** * Remove a specific limit velocity gradient * @param gradient defines the gradient to remove * @returns the current particle system */ removeLimitVelocityGradient(gradient: number): GPUParticleSystem; /** * Adds a new drag gradient * @param gradient defines the gradient to use (between 0 and 1) * @param factor defines the drag value to affect to the specified gradient * @returns the current particle system */ addDragGradient(gradient: number, factor: number): GPUParticleSystem; /** * Remove a specific drag gradient * @param gradient defines the gradient to remove * @returns the current particle system */ removeDragGradient(gradient: number): GPUParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ addEmitRateGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ removeEmitRateGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ addStartSizeGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ removeStartSizeGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ addColorRemapGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ removeColorRemapGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ addAlphaRemapGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ removeAlphaRemapGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ addRampGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ removeRampGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the list of ramp gradients */ getRampGradients(): Nullable>; /** * Not supported by GPUParticleSystem * Gets or sets a boolean indicating that ramp gradients must be used * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro#ramp-gradients */ get useRampGradients(): boolean; set useRampGradients(value: boolean); /** * Not supported by GPUParticleSystem * @returns the current particle system */ addLifeTimeGradient(): IParticleSystem; /** * Not supported by GPUParticleSystem * @returns the current particle system */ removeLifeTimeGradient(): IParticleSystem; /** * Instantiates a GPU particle system. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust. * @param name The name of the particle system * @param options The options used to create the system * @param sceneOrEngine The scene the particle system belongs to or the engine to use if no scene * @param customEffect a custom effect used to change the way particles are rendered by default * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture */ constructor(name: string, options: Partial<{ capacity: number; randomTextureSize: number; }>, sceneOrEngine: Scene | AbstractEngine, customEffect?: Nullable, isAnimationSheetEnabled?: boolean); protected _reset(): void; private _createVertexBuffers; private _initialize; /** @internal */ _recreateUpdateEffect(): boolean; /** * @internal */ _getWrapper(blendMode: number): DrawWrapper; /** * @internal */ static _GetAttributeNamesOrOptions(hasColorGradients?: boolean, isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, isBillboardStretched?: boolean): string[]; /** * @internal */ static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean, useLogarithmicDepth?: boolean, applyFog?: boolean): string[]; /** * Fill the defines array according to the current settings of the particle system * @param defines Array to be updated * @param blendMode blend mode to take into account when updating the array */ fillDefines(defines: Array, blendMode?: number): void; /** * Fill the uniforms, attributes and samplers arrays according to the current settings of the particle system * @param uniforms Uniforms array to fill * @param attributes Attributes array to fill * @param samplers Samplers array to fill */ fillUniformsAttributesAndSamplerNames(uniforms: Array, attributes: Array, samplers: Array): void; /** * Animates the particle system for the current frame by emitting new particles and or animating the living ones. * @param preWarm defines if we are in the pre-warmimg phase */ animate(preWarm?: boolean): void; private _createFactorGradientTexture; private _createSizeGradientTexture; private _createAngularSpeedGradientTexture; private _createVelocityGradientTexture; private _createLimitVelocityGradientTexture; private _createDragGradientTexture; private _createColorGradientTexture; private _render; /** @internal */ _update(emitterWM?: Matrix): void; /** * Renders the particle system in its current state * @param preWarm defines if the system should only update the particles but not render them * @param forceUpdateOnly if true, force to only update the particles and never display them (meaning, even if preWarm=false, when forceUpdateOnly=true the particles won't be displayed) * @returns the current number of particles */ render(preWarm?: boolean, forceUpdateOnly?: boolean): number; /** * Rebuilds the particle system */ rebuild(): void; private _releaseBuffers; /** * Disposes the particle system and free the associated resources * @param disposeTexture defines if the particule texture must be disposed as well (true by default) */ dispose(disposeTexture?: boolean): void; /** * Clones the particle system. * @param name The name of the cloned object * @param newEmitter The new emitter to use * @param cloneTexture Also clone the textures if true * @returns the cloned particle system */ clone(name: string, newEmitter: any, cloneTexture?: boolean): GPUParticleSystem; /** * Serializes the particle system to a JSON object * @param serializeTexture defines if the texture must be serialized as well * @returns the JSON object */ serialize(serializeTexture?: boolean): any; /** * Parses a JSON object to create a GPU particle system. * @param parsedParticleSystem The JSON object to parse * @param sceneOrEngine The scene or the engine to create the particle system in * @param rootUrl The root url to use to load external dependencies like texture * @param doNotStart Ignore the preventAutoStart attribute and does not start * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used) * @returns the parsed GPU particle system */ static Parse(parsedParticleSystem: any, sceneOrEngine: Scene | AbstractEngine, rootUrl: string, doNotStart?: boolean, capacity?: number): GPUParticleSystem; }