@babylonjs/core 5.0.0-alpha.55 → 5.0.0-alpha.59

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 (377) hide show
  1. package/Bones/boneIKController.d.ts +1 -2
  2. package/Bones/boneIKController.js +12 -37
  3. package/Bones/boneIKController.js.map +1 -1
  4. package/Buffers/buffer.js +3 -2
  5. package/Buffers/buffer.js.map +1 -1
  6. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +0 -1
  7. package/Cameras/Inputs/BaseCameraPointersInput.js +5 -5
  8. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  9. package/Cameras/Inputs/freeCameraMouseInput.d.ts +0 -1
  10. package/Cameras/Inputs/freeCameraMouseInput.js +27 -28
  11. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  12. package/Cameras/camera.d.ts +4 -0
  13. package/Cameras/camera.js +2 -0
  14. package/Cameras/camera.js.map +1 -1
  15. package/Culling/boundingBox.d.ts +7 -1
  16. package/Culling/boundingBox.js +4 -0
  17. package/Culling/boundingBox.js.map +1 -1
  18. package/DeviceInput/Helpers/eventFactory.js +1 -2
  19. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  20. package/DeviceInput/Implementations/webDeviceInputSystem.d.ts +1 -0
  21. package/DeviceInput/Implementations/webDeviceInputSystem.js +5 -12
  22. package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
  23. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -3
  24. package/DeviceInput/InputDevices/deviceEnums.js +0 -2
  25. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  26. package/Engines/Extensions/engine.alpha.js +11 -6
  27. package/Engines/Extensions/engine.alpha.js.map +1 -1
  28. package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
  29. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  30. package/Engines/Extensions/engine.multiRender.d.ts +2 -2
  31. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  32. package/Engines/Extensions/engine.renderTarget.d.ts +7 -15
  33. package/Engines/Extensions/engine.renderTarget.js +6 -63
  34. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  35. package/Engines/Extensions/engine.renderTargetCube.d.ts +1 -1
  36. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  37. package/Engines/IDrawContext.d.ts +4 -0
  38. package/Engines/IDrawContext.js.map +1 -1
  39. package/Engines/IMaterialContext.d.ts +1 -0
  40. package/Engines/IMaterialContext.js.map +1 -1
  41. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +24 -2
  42. package/Engines/WebGL/webGLRenderTargetWrapper.js +53 -0
  43. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  44. package/Engines/WebGPU/Extensions/engine.alpha.js +20 -31
  45. package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
  46. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  47. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  48. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -40
  49. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  50. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  51. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +1 -1
  52. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  53. package/Engines/WebGPU/Extensions/engine.uniformBuffer.js +1 -1
  54. package/Engines/WebGPU/Extensions/engine.uniformBuffer.js.map +1 -1
  55. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -0
  56. package/Engines/WebGPU/webgpuBufferManager.js +3 -0
  57. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  58. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +3 -2
  59. package/Engines/WebGPU/webgpuCacheBindGroups.js +15 -14
  60. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  61. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +18 -18
  62. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  63. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -0
  64. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +17 -0
  65. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  66. package/Engines/WebGPU/webgpuDrawContext.d.ts +24 -2
  67. package/Engines/WebGPU/webgpuDrawContext.js +75 -1
  68. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  69. package/Engines/WebGPU/webgpuMaterialContext.d.ts +1 -6
  70. package/Engines/WebGPU/webgpuMaterialContext.js +11 -8
  71. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  72. package/Engines/WebGPU/webgpuShaderProcessor.d.ts +1 -0
  73. package/Engines/WebGPU/webgpuShaderProcessor.js +2 -1
  74. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  75. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -0
  76. package/Engines/WebGPU/webgpuTextureHelper.js +67 -1
  77. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  78. package/Engines/constants.d.ts +46 -8
  79. package/Engines/constants.js +46 -8
  80. package/Engines/constants.js.map +1 -1
  81. package/Engines/engine.d.ts +37 -2
  82. package/Engines/engine.js +68 -0
  83. package/Engines/engine.js.map +1 -1
  84. package/Engines/engineFeatures.d.ts +2 -0
  85. package/Engines/engineFeatures.js.map +1 -1
  86. package/Engines/nativeEngine.d.ts +3 -5
  87. package/Engines/nativeEngine.js +2 -2
  88. package/Engines/nativeEngine.js.map +1 -1
  89. package/Engines/nullEngine.d.ts +1 -1
  90. package/Engines/nullEngine.js +2 -2
  91. package/Engines/nullEngine.js.map +1 -1
  92. package/Engines/renderTargetWrapper.d.ts +10 -3
  93. package/Engines/renderTargetWrapper.js +29 -10
  94. package/Engines/renderTargetWrapper.js.map +1 -1
  95. package/Engines/thinEngine.d.ts +16 -1
  96. package/Engines/thinEngine.js +82 -2
  97. package/Engines/thinEngine.js.map +1 -1
  98. package/Engines/webgpuEngine.d.ts +28 -7
  99. package/Engines/webgpuEngine.js +177 -58
  100. package/Engines/webgpuEngine.js.map +1 -1
  101. package/Inputs/scene.inputManager.js +2 -3
  102. package/Inputs/scene.inputManager.js.map +1 -1
  103. package/Layers/effectLayer.d.ts +0 -2
  104. package/Layers/effectLayer.js +12 -11
  105. package/Layers/effectLayer.js.map +1 -1
  106. package/Layers/effectLayerSceneComponent.js +5 -0
  107. package/Layers/effectLayerSceneComponent.js.map +1 -1
  108. package/Layers/glowLayer.js +2 -0
  109. package/Layers/glowLayer.js.map +1 -1
  110. package/Layers/highlightLayer.js +2 -0
  111. package/Layers/highlightLayer.js.map +1 -1
  112. package/LensFlares/lensFlare.d.ts +3 -0
  113. package/LensFlares/lensFlare.js +5 -0
  114. package/LensFlares/lensFlare.js.map +1 -1
  115. package/LensFlares/lensFlareSystem.d.ts +2 -1
  116. package/LensFlares/lensFlareSystem.js +15 -12
  117. package/LensFlares/lensFlareSystem.js.map +1 -1
  118. package/Lights/Shadows/cascadedShadowGenerator.d.ts +0 -2
  119. package/Lights/Shadows/cascadedShadowGenerator.js +3 -12
  120. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  121. package/Lights/Shadows/shadowGenerator.d.ts +0 -3
  122. package/Lights/Shadows/shadowGenerator.js +8 -14
  123. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  124. package/Lights/light.js +3 -0
  125. package/Lights/light.js.map +1 -1
  126. package/Loading/Plugins/babylonFileLoader.js +3 -0
  127. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  128. package/Materials/Background/backgroundMaterial.js +8 -11
  129. package/Materials/Background/backgroundMaterial.js.map +1 -1
  130. package/Materials/Node/Blocks/Dual/lightBlock.js +1 -1
  131. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  132. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
  133. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  134. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -1
  135. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  136. package/Materials/Node/Blocks/cloudBlock.d.ts +49 -0
  137. package/Materials/Node/Blocks/cloudBlock.js +154 -0
  138. package/Materials/Node/Blocks/cloudBlock.js.map +1 -0
  139. package/Materials/Node/Blocks/colorMergerBlock.d.ts +21 -0
  140. package/Materials/Node/Blocks/colorMergerBlock.js +48 -4
  141. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  142. package/Materials/Node/Blocks/index.d.ts +1 -0
  143. package/Materials/Node/Blocks/index.js +1 -0
  144. package/Materials/Node/Blocks/index.js.map +1 -1
  145. package/Materials/Node/Blocks/vectorMergerBlock.d.ts +25 -0
  146. package/Materials/Node/Blocks/vectorMergerBlock.js +93 -23
  147. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  148. package/Materials/Node/nodeMaterial.js +17 -7
  149. package/Materials/Node/nodeMaterial.js.map +1 -1
  150. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -1
  151. package/Materials/Node/nodeMaterialBuildStateSharedData.js +5 -1
  152. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  153. package/Materials/Node/nodeMaterialDecorator.d.ts +4 -2
  154. package/Materials/Node/nodeMaterialDecorator.js +4 -2
  155. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  156. package/Materials/PBR/pbrBaseMaterial.d.ts +4 -2
  157. package/Materials/PBR/pbrBaseMaterial.js +23 -9
  158. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  159. package/Materials/PBR/pbrClearCoatConfiguration.js +1 -1
  160. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  161. package/Materials/PBR/pbrSheenConfiguration.js +1 -1
  162. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  163. package/Materials/PBR/pbrSubSurfaceConfiguration.js +1 -1
  164. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  165. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +3 -3
  166. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  167. package/Materials/Textures/baseTexture.d.ts +2 -0
  168. package/Materials/Textures/baseTexture.js +2 -0
  169. package/Materials/Textures/baseTexture.js.map +1 -1
  170. package/Materials/Textures/multiRenderTarget.d.ts +6 -4
  171. package/Materials/Textures/multiRenderTarget.js +28 -12
  172. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  173. package/Materials/Textures/renderTargetTexture.d.ts +29 -3
  174. package/Materials/Textures/renderTargetTexture.js +127 -14
  175. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  176. package/Materials/Textures/texture.js +11 -4
  177. package/Materials/Textures/texture.js.map +1 -1
  178. package/Materials/Textures/textureCreationOptions.d.ts +57 -0
  179. package/Materials/Textures/textureCreationOptions.js +2 -0
  180. package/Materials/Textures/textureCreationOptions.js.map +1 -0
  181. package/Materials/Textures/thinRenderTargetTexture.d.ts +3 -4
  182. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  183. package/Materials/Textures/videoTexture.d.ts +10 -7
  184. package/Materials/Textures/videoTexture.js +17 -11
  185. package/Materials/Textures/videoTexture.js.map +1 -1
  186. package/Materials/drawWrapper.d.ts +2 -1
  187. package/Materials/drawWrapper.js +10 -1
  188. package/Materials/drawWrapper.js.map +1 -1
  189. package/Materials/effectRenderer.js +1 -1
  190. package/Materials/effectRenderer.js.map +1 -1
  191. package/Materials/material.d.ts +3 -1
  192. package/Materials/material.detailMapConfiguration.d.ts +1 -1
  193. package/Materials/material.detailMapConfiguration.js +2 -2
  194. package/Materials/material.detailMapConfiguration.js.map +1 -1
  195. package/Materials/material.js +18 -9
  196. package/Materials/material.js.map +1 -1
  197. package/Materials/materialHelper.d.ts +7 -0
  198. package/Materials/materialHelper.js +17 -2
  199. package/Materials/materialHelper.js.map +1 -1
  200. package/Materials/pushMaterial.js +1 -1
  201. package/Materials/pushMaterial.js.map +1 -1
  202. package/Materials/shaderMaterial.d.ts +1 -1
  203. package/Materials/shaderMaterial.js +5 -5
  204. package/Materials/shaderMaterial.js.map +1 -1
  205. package/Materials/shadowDepthWrapper.d.ts +4 -4
  206. package/Materials/shadowDepthWrapper.js +16 -15
  207. package/Materials/shadowDepthWrapper.js.map +1 -1
  208. package/Materials/standardMaterial.d.ts +4 -2
  209. package/Materials/standardMaterial.js +23 -9
  210. package/Materials/standardMaterial.js.map +1 -1
  211. package/Materials/uniformBuffer.d.ts +10 -2
  212. package/Materials/uniformBuffer.js +17 -11
  213. package/Materials/uniformBuffer.js.map +1 -1
  214. package/Meshes/Builders/capsuleBuilder.d.ts +5 -5
  215. package/Meshes/Builders/capsuleBuilder.js.map +1 -1
  216. package/Meshes/abstractMesh.d.ts +13 -0
  217. package/Meshes/abstractMesh.js +22 -2
  218. package/Meshes/abstractMesh.js.map +1 -1
  219. package/Meshes/buffer.d.ts +5 -0
  220. package/Meshes/buffer.js +6 -0
  221. package/Meshes/buffer.js.map +1 -0
  222. package/Meshes/geometry.d.ts +7 -0
  223. package/Meshes/geometry.js +16 -0
  224. package/Meshes/geometry.js.map +1 -1
  225. package/Meshes/linesMesh.js +1 -1
  226. package/Meshes/linesMesh.js.map +1 -1
  227. package/Meshes/mesh.js +16 -1
  228. package/Meshes/mesh.js.map +1 -1
  229. package/Meshes/mesh.lts.d.ts +5 -1
  230. package/Meshes/mesh.lts.js +1 -2
  231. package/Meshes/mesh.lts.js.map +1 -1
  232. package/Meshes/subMesh.d.ts +10 -9
  233. package/Meshes/subMesh.js +44 -43
  234. package/Meshes/subMesh.js.map +1 -1
  235. package/Misc/environmentTextureTools.js +1 -0
  236. package/Misc/environmentTextureTools.js.map +1 -1
  237. package/Misc/fileTools.d.ts +1 -3
  238. package/Misc/fileTools.js +12 -13
  239. package/Misc/fileTools.js.map +1 -1
  240. package/Misc/fileTools.lts.d.ts +16 -1
  241. package/Misc/fileTools.lts.js +1 -2
  242. package/Misc/fileTools.lts.js.map +1 -1
  243. package/Misc/rgbdTextureTools.js +1 -0
  244. package/Misc/rgbdTextureTools.js.map +1 -1
  245. package/Misc/sceneSerializer.js +17 -17
  246. package/Misc/sceneSerializer.js.map +1 -1
  247. package/Misc/textureTools.js +2 -0
  248. package/Misc/textureTools.js.map +1 -1
  249. package/Particles/gpuParticleSystem.d.ts +5 -1
  250. package/Particles/gpuParticleSystem.js +31 -5
  251. package/Particles/gpuParticleSystem.js.map +1 -1
  252. package/Particles/particleSystem.d.ts +5 -1
  253. package/Particles/particleSystem.js +35 -5
  254. package/Particles/particleSystem.js.map +1 -1
  255. package/Physics/Plugins/ammoJSPlugin.d.ts +1 -0
  256. package/Physics/Plugins/ammoJSPlugin.js +10 -0
  257. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  258. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js +2 -0
  259. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
  260. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +1 -0
  261. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  262. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +1 -0
  263. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  264. package/PostProcesses/bloomMergePostProcess.js +1 -0
  265. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  266. package/PostProcesses/depthOfFieldBlurPostProcess.js +1 -0
  267. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  268. package/PostProcesses/depthOfFieldMergePostProcess.js +1 -0
  269. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  270. package/PostProcesses/extractHighlightsPostProcess.js +1 -0
  271. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  272. package/PostProcesses/postProcess.d.ts +6 -0
  273. package/PostProcesses/postProcess.js +9 -1
  274. package/PostProcesses/postProcess.js.map +1 -1
  275. package/PostProcesses/screenSpaceReflectionPostProcess.js +2 -2
  276. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  277. package/PostProcesses/tonemapPostProcess.d.ts +2 -1
  278. package/PostProcesses/tonemapPostProcess.js +3 -2
  279. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  280. package/Rendering/boundingBoxRenderer.d.ts +5 -3
  281. package/Rendering/boundingBoxRenderer.js +46 -14
  282. package/Rendering/boundingBoxRenderer.js.map +1 -1
  283. package/Rendering/depthPeelingRenderer.d.ts +85 -0
  284. package/Rendering/depthPeelingRenderer.js +390 -0
  285. package/Rendering/depthPeelingRenderer.js.map +1 -0
  286. package/Rendering/depthPeelingSceneComponent.d.ts +51 -0
  287. package/Rendering/depthPeelingSceneComponent.js +73 -0
  288. package/Rendering/depthPeelingSceneComponent.js.map +1 -0
  289. package/Rendering/depthRenderer.d.ts +9 -2
  290. package/Rendering/depthRenderer.js +77 -43
  291. package/Rendering/depthRenderer.js.map +1 -1
  292. package/Rendering/depthRendererSceneComponent.js +0 -1
  293. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  294. package/Rendering/edgesRenderer.d.ts +2 -0
  295. package/Rendering/edgesRenderer.js +11 -0
  296. package/Rendering/edgesRenderer.js.map +1 -1
  297. package/Rendering/geometryBufferRenderer.js +4 -4
  298. package/Rendering/geometryBufferRenderer.js.map +1 -1
  299. package/Rendering/index.d.ts +2 -0
  300. package/Rendering/index.js +2 -0
  301. package/Rendering/index.js.map +1 -1
  302. package/Rendering/outlineRenderer.d.ts +5 -4
  303. package/Rendering/outlineRenderer.js +24 -19
  304. package/Rendering/outlineRenderer.js.map +1 -1
  305. package/Rendering/prePassRenderer.js +7 -2
  306. package/Rendering/prePassRenderer.js.map +1 -1
  307. package/Rendering/renderingGroup.js +7 -2
  308. package/Rendering/renderingGroup.js.map +1 -1
  309. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.d.ts +5 -0
  310. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +7 -0
  311. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -0
  312. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.d.ts +5 -0
  313. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +7 -0
  314. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -0
  315. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.d.ts +5 -0
  316. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +7 -0
  317. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -0
  318. package/Shaders/ShadersInclude/oitDeclaration.d.ts +5 -0
  319. package/Shaders/ShadersInclude/oitDeclaration.js +7 -0
  320. package/Shaders/ShadersInclude/oitDeclaration.js.map +1 -0
  321. package/Shaders/ShadersInclude/oitFragment.d.ts +5 -0
  322. package/Shaders/ShadersInclude/oitFragment.js +7 -0
  323. package/Shaders/ShadersInclude/oitFragment.js.map +1 -0
  324. package/Shaders/boundingBoxRenderer.fragment.d.ts +7 -0
  325. package/Shaders/boundingBoxRenderer.fragment.js +9 -0
  326. package/Shaders/boundingBoxRenderer.fragment.js.map +1 -0
  327. package/Shaders/boundingBoxRenderer.vertex.d.ts +7 -0
  328. package/Shaders/boundingBoxRenderer.vertex.js +9 -0
  329. package/Shaders/boundingBoxRenderer.vertex.js.map +1 -0
  330. package/Shaders/default.fragment.d.ts +2 -0
  331. package/Shaders/default.fragment.js +3 -1
  332. package/Shaders/default.fragment.js.map +1 -1
  333. package/Shaders/oitBackBlend.fragment.d.ts +5 -0
  334. package/Shaders/oitBackBlend.fragment.js +7 -0
  335. package/Shaders/oitBackBlend.fragment.js.map +1 -0
  336. package/Shaders/oitFinal.fragment.d.ts +5 -0
  337. package/Shaders/oitFinal.fragment.js +7 -0
  338. package/Shaders/oitFinal.fragment.js.map +1 -0
  339. package/Shaders/pbr.fragment.d.ts +2 -0
  340. package/Shaders/pbr.fragment.js +3 -1
  341. package/Shaders/pbr.fragment.js.map +1 -1
  342. package/Shaders/screenSpaceReflection.fragment.js +1 -1
  343. package/Shaders/screenSpaceReflection.fragment.js.map +1 -1
  344. package/Sprites/spriteManager.d.ts +3 -1
  345. package/Sprites/spriteManager.js +16 -5
  346. package/Sprites/spriteManager.js.map +1 -1
  347. package/Sprites/spriteRenderer.d.ts +1 -0
  348. package/Sprites/spriteRenderer.js +14 -0
  349. package/Sprites/spriteRenderer.js.map +1 -1
  350. package/States/alphaCullingState.js +1 -1
  351. package/States/alphaCullingState.js.map +1 -1
  352. package/XR/features/WebXRControllerPointerSelection.d.ts +4 -0
  353. package/XR/features/WebXRControllerPointerSelection.js +23 -1
  354. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  355. package/XR/features/WebXRNearInteraction.d.ts +5 -4
  356. package/XR/features/WebXRNearInteraction.js +15 -13
  357. package/XR/features/WebXRNearInteraction.js.map +1 -1
  358. package/XR/features/WebXRWalkingLocomotion.js +28 -13
  359. package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
  360. package/XR/webXRSessionManager.js +1 -3
  361. package/XR/webXRSessionManager.js.map +1 -1
  362. package/package.json +43 -7
  363. package/scene.d.ts +18 -4
  364. package/scene.js +101 -42
  365. package/scene.js.map +1 -1
  366. package/scene.lts.d.ts +6 -1
  367. package/scene.lts.js +1 -2
  368. package/scene.lts.js.map +1 -1
  369. package/sceneComponent.d.ts +1 -0
  370. package/sceneComponent.js +1 -0
  371. package/sceneComponent.js.map +1 -1
  372. package/Engines/depthTextureCreationOptions.d.ts +0 -17
  373. package/Engines/depthTextureCreationOptions.js +0 -10
  374. package/Engines/depthTextureCreationOptions.js.map +0 -1
  375. package/Materials/Textures/renderTargetCreationOptions.d.ts +0 -27
  376. package/Materials/Textures/renderTargetCreationOptions.js +0 -10
  377. package/Materials/Textures/renderTargetCreationOptions.js.map +0 -1
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{ Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\n\r\nimport \"../../Engines/Extensions/engine.videoTexture\";\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\n\r\n/**\r\n * Settings for finer control over video usage\r\n */\r\nexport interface VideoTextureSettings {\r\n /**\r\n * Applies `autoplay` to video, if specified\r\n */\r\n autoPlay?: boolean;\r\n\r\n /**\r\n * Applies `muted` to video, if specified\r\n */\r\n muted?: boolean;\r\n\r\n /**\r\n * Applies `loop` to video, if specified\r\n */\r\n loop?: boolean;\r\n\r\n /**\r\n * Automatically updates internal texture from video at every frame in the render loop\r\n */\r\n autoUpdateTexture: boolean;\r\n\r\n /**\r\n * Image src displayed during the video loading or until the user interacts with the video.\r\n */\r\n poster?: string;\r\n}\r\n\r\n/**\r\n * If you want to display a video in your scene, this is the special texture for that.\r\n * This special texture works similar to other textures, with the exception of a few parameters.\r\n * @see https://doc.babylonjs.com/how_to/video_texture\r\n */\r\nexport class VideoTexture extends Texture {\r\n /**\r\n * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually\r\n */\r\n public readonly autoUpdateTexture: boolean;\r\n\r\n /**\r\n * The video instance used by the texture internally\r\n */\r\n public readonly video: HTMLVideoElement;\r\n\r\n private _onUserActionRequestedObservable: Nullable<Observable<Texture>> = null;\r\n\r\n /**\r\n * Event triggered when a dom action is required by the user to play the video.\r\n * This happens due to recent changes in browser policies preventing video to auto start.\r\n */\r\n public get onUserActionRequestedObservable(): Observable<Texture> {\r\n if (!this._onUserActionRequestedObservable) {\r\n this._onUserActionRequestedObservable = new Observable<Texture>();\r\n }\r\n return this._onUserActionRequestedObservable;\r\n }\r\n\r\n private _generateMipMaps: boolean;\r\n private _stillImageCaptured = false;\r\n private _displayingPosterTexture = false;\r\n private _settings: VideoTextureSettings;\r\n private _createInternalTextureOnEvent: string;\r\n private _frameId = -1;\r\n private _currentSrc: Nullable<string | string[] | HTMLVideoElement> = null;\r\n private _onError?: Nullable<(message?: string, exception?: any) => void>;\r\n private _errorFound = false;\r\n\r\n private _processError(reason: any) {\r\n this._errorFound = true;\r\n if (this._onError) {\r\n this._onError(reason?.message);\r\n } else {\r\n Logger.Error(reason?.message);\r\n }\r\n }\r\n\r\n private _handlePlay() {\r\n this._errorFound = false;\r\n this.video.play().catch((reason) => {\r\n if (reason?.name === \"NotAllowedError\") {\r\n if (this._onUserActionRequestedObservable && this._onUserActionRequestedObservable.hasObservers()) {\r\n this._onUserActionRequestedObservable.notifyObservers(this);\r\n return;\r\n } else if (!this.video.muted) {\r\n Logger.Warn(\"Unable to autoplay a video with sound. Trying again with muted turned true\");\r\n this.video.muted = true;\r\n this._errorFound = false;\r\n this.video.play().catch((otherReason) => {\r\n this._processError(otherReason);\r\n });\r\n return;\r\n }\r\n }\r\n\r\n this._processError(reason);\r\n });\r\n }\r\n\r\n /**\r\n * Creates a video texture.\r\n * If you want to display a video in your scene, this is the special texture for that.\r\n * This special texture works similar to other textures, with the exception of a few parameters.\r\n * @see https://doc.babylonjs.com/how_to/video_texture\r\n * @param name optional name, will detect from video source, if not defined\r\n * @param src can be used to provide an url, array of urls or an already setup HTML video element.\r\n * @param scene is obviously the current scene.\r\n * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).\r\n * @param invertY is false by default but can be used to invert video on Y axis\r\n * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default\r\n * @param settings allows finer control over video usage\r\n * @param onError defines a callback triggered when an error occurred during the loading session\r\n */\r\n constructor(\r\n name: Nullable<string>,\r\n src: string | string[] | HTMLVideoElement,\r\n scene: Nullable<Scene>,\r\n generateMipMaps = false,\r\n invertY = false,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n settings?: VideoTextureSettings,\r\n onError?: Nullable<(message?: string, exception?: any) => void>\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY);\r\n\r\n if (!settings) {\r\n settings = {\r\n autoPlay: true,\r\n loop: true,\r\n autoUpdateTexture: true,\r\n };\r\n }\r\n\r\n this._onError = onError;\r\n\r\n this._generateMipMaps = generateMipMaps;\r\n this._initialSamplingMode = samplingMode;\r\n this.autoUpdateTexture = settings.autoUpdateTexture;\r\n\r\n this._currentSrc = src;\r\n this.name = name || this._getName(src);\r\n this.video = this._getVideo(src);\r\n this._settings = settings;\r\n\r\n if (settings.poster) {\r\n this.video.poster = settings.poster;\r\n }\r\n if (settings.autoPlay !== undefined) {\r\n this.video.autoplay = settings.autoPlay;\r\n }\r\n if (settings.loop !== undefined) {\r\n this.video.loop = settings.loop;\r\n }\r\n if (settings.muted !== undefined) {\r\n this.video.muted = settings.muted;\r\n }\r\n\r\n this.video.setAttribute(\"playsinline\", \"\");\r\n this.video.addEventListener(\"paused\", this._updateInternalTexture);\r\n this.video.addEventListener(\"seeked\", this._updateInternalTexture);\r\n this.video.addEventListener(\"emptied\", this.reset);\r\n this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? \"play\" : \"canplay\";\r\n this.video.addEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);\r\n\r\n if (settings.autoPlay) {\r\n this._handlePlay();\r\n }\r\n\r\n const videoHasEnoughData = (this.video.readyState >= this.video.HAVE_CURRENT_DATA);\r\n if (settings.poster &&\r\n (!settings.autoPlay || !videoHasEnoughData)) {\r\n this._texture = this._getEngine()!.createTexture(settings.poster!, false, !this.invertY, scene);\r\n this._displayingPosterTexture = true;\r\n }\r\n else if (videoHasEnoughData) {\r\n this._createInternalTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the video texture useful for serialization or dynamic coding.\r\n * @returns \"VideoTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"VideoTexture\";\r\n }\r\n\r\n private _getName(src: string | string[] | HTMLVideoElement): string {\r\n if (src instanceof HTMLVideoElement) {\r\n return src.currentSrc;\r\n }\r\n\r\n if (typeof src === \"object\") {\r\n return src.toString();\r\n }\r\n\r\n return src;\r\n }\r\n\r\n private _getVideo(src: string | string[] | HTMLVideoElement): HTMLVideoElement {\r\n if ((<any>src).isNative) {\r\n return <HTMLVideoElement>src;\r\n }\r\n if (src instanceof HTMLVideoElement) {\r\n Tools.SetCorsBehavior(src.currentSrc, src);\r\n return src;\r\n }\r\n const video: HTMLVideoElement = document.createElement(\"video\");\r\n if (typeof src === \"string\") {\r\n Tools.SetCorsBehavior(src, video);\r\n video.src = src;\r\n } else {\r\n Tools.SetCorsBehavior(src[0], video);\r\n src.forEach((url) => {\r\n const source = document.createElement(\"source\");\r\n source.src = url;\r\n video.appendChild(source);\r\n });\r\n }\r\n return video;\r\n }\r\n\r\n private _createInternalTexture = (): void => {\r\n if (this._texture != null) {\r\n if (this._displayingPosterTexture) {\r\n this._texture.dispose();\r\n this._displayingPosterTexture = false;\r\n }\r\n else {\r\n return;\r\n }\r\n }\r\n\r\n if (!this._getEngine()!.needPOTTextures ||\r\n (Tools.IsExponentOfTwo(this.video.videoWidth) && Tools.IsExponentOfTwo(this.video.videoHeight))) {\r\n this.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this.wrapV = Texture.WRAP_ADDRESSMODE;\r\n } else {\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._generateMipMaps = false;\r\n }\r\n\r\n this._texture = this._getEngine()!.createDynamicTexture(\r\n this.video.videoWidth,\r\n this.video.videoHeight,\r\n this._generateMipMaps,\r\n this.samplingMode\r\n );\r\n\r\n if (!this.video.autoplay && !this._settings.poster) {\r\n let oldHandler = this.video.onplaying;\r\n let oldMuted = this.video.muted;\r\n this.video.muted = true;\r\n this.video.onplaying = () => {\r\n this.video.muted = oldMuted;\r\n this.video.onplaying = oldHandler;\r\n this._updateInternalTexture();\r\n if (!this._errorFound) {\r\n this.video.pause();\r\n }\r\n if (this.onLoadObservable.hasObservers()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n };\r\n this._handlePlay();\r\n }\r\n else {\r\n this._updateInternalTexture();\r\n if (this.onLoadObservable.hasObservers()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n }\r\n }\r\n\r\n private reset = (): void => {\r\n if (this._texture == null) {\r\n return;\r\n }\r\n\r\n if (!this._displayingPosterTexture) {\r\n this._texture.dispose();\r\n this._texture = null;\r\n }\r\n }\r\n\r\n /**\r\n * @hidden Internal method to initiate `update`.\r\n */\r\n public _rebuild(): void {\r\n this.update();\r\n }\r\n\r\n /**\r\n * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.\r\n */\r\n public update(): void {\r\n if (!this.autoUpdateTexture) {\r\n // Expecting user to call `updateTexture` manually\r\n return;\r\n }\r\n\r\n this.updateTexture(true);\r\n }\r\n\r\n /**\r\n * Update Texture in `manual` mode. Does not do anything if not visible or paused.\r\n * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or otherwise.\r\n */\r\n public updateTexture(isVisible: boolean): void {\r\n if (!isVisible) {\r\n return;\r\n }\r\n if (this.video.paused && this._stillImageCaptured) {\r\n return;\r\n }\r\n this._stillImageCaptured = true;\r\n this._updateInternalTexture();\r\n }\r\n\r\n protected _updateInternalTexture = (): void => {\r\n if (this._texture == null) {\r\n return;\r\n }\r\n if (this.video.readyState < this.video.HAVE_CURRENT_DATA) {\r\n return;\r\n }\r\n if (this._displayingPosterTexture) {\r\n return;\r\n }\r\n\r\n let frameId = this.getScene()!.getFrameId();\r\n if (this._frameId === frameId) {\r\n return;\r\n }\r\n\r\n this._frameId = frameId;\r\n\r\n this._getEngine()!.updateVideoTexture(this._texture, this.video, this._invertY);\r\n }\r\n\r\n /**\r\n * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.\r\n * @param url New url.\r\n */\r\n public updateURL(url: string): void {\r\n this.video.src = url;\r\n this._currentSrc = url;\r\n }\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): VideoTexture {\r\n return new VideoTexture(this.name,\r\n this._currentSrc!,\r\n this.getScene(),\r\n this._generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._settings);\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n this._currentSrc = null;\r\n\r\n if (this._onUserActionRequestedObservable) {\r\n this._onUserActionRequestedObservable.clear();\r\n this._onUserActionRequestedObservable = null;\r\n }\r\n\r\n this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);\r\n this.video.removeEventListener(\"paused\", this._updateInternalTexture);\r\n this.video.removeEventListener(\"seeked\", this._updateInternalTexture);\r\n this.video.removeEventListener(\"emptied\", this.reset);\r\n this.video.pause();\r\n }\r\n\r\n /**\r\n * Creates a video texture straight from a stream.\r\n * @param scene Define the scene the texture should be created in\r\n * @param stream Define the stream the texture should be created from\r\n * @param constraints video constraints\r\n * @returns The created video texture as a promise\r\n */\r\n public static CreateFromStreamAsync(scene: Scene, stream: MediaStream, constraints: any): Promise<VideoTexture> {\r\n var video = scene.getEngine().createVideoElement(constraints);\r\n\r\n if (scene.getEngine()._badOS) {\r\n // Yes... I know and I hope to remove it soon...\r\n document.body.appendChild(video);\r\n video.style.transform = 'scale(0.0001, 0.0001)';\r\n video.style.opacity = '0';\r\n video.style.position = 'fixed';\r\n video.style.bottom = '0px';\r\n video.style.right = '0px';\r\n }\r\n\r\n video.setAttribute('autoplay', '');\r\n video.setAttribute('muted', 'true');\r\n video.setAttribute('playsinline', '');\r\n video.muted = true;\r\n\r\n if (video.mozSrcObject !== undefined) {\r\n // hack for Firefox < 19\r\n video.mozSrcObject = stream;\r\n } else {\r\n if (typeof video.srcObject == \"object\") {\r\n video.srcObject = stream;\r\n } else {\r\n window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;\r\n video.src = (window.URL && window.URL.createObjectURL(stream));\r\n }\r\n }\r\n\r\n return new Promise<VideoTexture>((resolve) => {\r\n let onPlaying = () => {\r\n resolve(new VideoTexture(\"video\", video, scene, true, true));\r\n video.removeEventListener(\"playing\", onPlaying);\r\n };\r\n\r\n video.addEventListener(\"playing\", onPlaying);\r\n video.play();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a video texture straight from your WebCam video feed.\r\n * @param scene Define the scene the texture should be created in\r\n * @param constraints Define the constraints to use to create the web cam feed from WebRTC\r\n * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC\r\n * @returns The created video texture as a promise\r\n */\r\n public static CreateFromWebCamAsync(\r\n scene: Scene,\r\n constraints: {\r\n minWidth: number;\r\n maxWidth: number;\r\n minHeight: number;\r\n maxHeight: number;\r\n deviceId: string;\r\n } & MediaTrackConstraints,\r\n audioConstaints: boolean | MediaTrackConstraints = false\r\n ): Promise<VideoTexture> {\r\n var constraintsDeviceId;\r\n if (constraints && constraints.deviceId) {\r\n constraintsDeviceId = {\r\n exact: constraints.deviceId,\r\n };\r\n }\r\n\r\n if (navigator.mediaDevices) {\r\n return navigator.mediaDevices.getUserMedia({\r\n video: constraints,\r\n audio: audioConstaints\r\n })\r\n .then((stream) => {\r\n return this.CreateFromStreamAsync(scene, stream, constraints);\r\n });\r\n }\r\n else {\r\n const getUserMedia =\r\n (navigator as any).getUserMedia ||\r\n navigator.webkitGetUserMedia ||\r\n navigator.mozGetUserMedia ||\r\n navigator.msGetUserMedia;\r\n\r\n if (getUserMedia) {\r\n getUserMedia(\r\n {\r\n video: {\r\n deviceId: constraintsDeviceId,\r\n width: {\r\n min: (constraints && constraints.minWidth) || 256,\r\n max: (constraints && constraints.maxWidth) || 640,\r\n },\r\n height: {\r\n min: (constraints && constraints.minHeight) || 256,\r\n max: (constraints && constraints.maxHeight) || 480,\r\n },\r\n },\r\n audio: audioConstaints\r\n },\r\n (stream: any) => {\r\n return this.CreateFromStreamAsync(scene, stream, constraints);\r\n },\r\n function (e: any) {\r\n Logger.Error(e.name);\r\n }\r\n );\r\n }\r\n }\r\n\r\n return Promise.reject(\"No support for userMedia on this device\");\r\n }\r\n\r\n /**\r\n * Creates a video texture straight from your WebCam video feed.\r\n * @param scene Define the scene the texture should be created in\r\n * @param onReady Define a callback to triggered once the texture will be ready\r\n * @param constraints Define the constraints to use to create the web cam feed from WebRTC\r\n * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC\r\n */\r\n public static CreateFromWebCam(\r\n scene: Scene,\r\n onReady: (videoTexture: VideoTexture) => void,\r\n constraints: {\r\n minWidth: number;\r\n maxWidth: number;\r\n minHeight: number;\r\n maxHeight: number;\r\n deviceId: string;\r\n } & MediaTrackConstraints,\r\n audioConstaints: boolean | MediaTrackConstraints = false\r\n ): void {\r\n this.CreateFromWebCamAsync(scene, constraints, audioConstaints)\r\n .then(function (videoTexture) {\r\n if (onReady) {\r\n onReady(videoTexture);\r\n }\r\n })\r\n .catch(function (err) {\r\n Logger.Error(err.name);\r\n });\r\n }\r\n}\r\n"]}
1
+ 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{ Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\n\r\nimport \"../../Engines/Extensions/engine.videoTexture\";\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\n\r\n/**\r\n * Settings for finer control over video usage\r\n */\r\nexport interface VideoTextureSettings {\r\n /**\r\n * Applies `autoplay` to video, if specified\r\n */\r\n autoPlay?: boolean;\r\n\r\n /**\r\n * Applies `muted` to video, if specified\r\n */\r\n muted?: boolean;\r\n\r\n /**\r\n * Applies `loop` to video, if specified\r\n */\r\n loop?: boolean;\r\n\r\n /**\r\n * Automatically updates internal texture from video at every frame in the render loop\r\n */\r\n autoUpdateTexture: boolean;\r\n\r\n /**\r\n * Image src displayed during the video loading or until the user interacts with the video.\r\n */\r\n poster?: string;\r\n}\r\n\r\n/**\r\n * If you want to display a video in your scene, this is the special texture for that.\r\n * This special texture works similar to other textures, with the exception of a few parameters.\r\n * @see https://doc.babylonjs.com/how_to/video_texture\r\n */\r\nexport class VideoTexture extends Texture {\r\n /**\r\n * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually\r\n */\r\n public readonly autoUpdateTexture: boolean;\r\n\r\n /**\r\n * The video instance used by the texture internally\r\n */\r\n public readonly video: HTMLVideoElement;\r\n\r\n private _onUserActionRequestedObservable: Nullable<Observable<Texture>> = null;\r\n\r\n /**\r\n * Event triggered when a dom action is required by the user to play the video.\r\n * This happens due to recent changes in browser policies preventing video to auto start.\r\n */\r\n public get onUserActionRequestedObservable(): Observable<Texture> {\r\n if (!this._onUserActionRequestedObservable) {\r\n this._onUserActionRequestedObservable = new Observable<Texture>();\r\n }\r\n return this._onUserActionRequestedObservable;\r\n }\r\n\r\n private _generateMipMaps: boolean;\r\n private _stillImageCaptured = false;\r\n private _displayingPosterTexture = false;\r\n private _settings: VideoTextureSettings;\r\n private _createInternalTextureOnEvent: string;\r\n private _frameId = -1;\r\n private _currentSrc: Nullable<string | string[] | HTMLVideoElement> = null;\r\n private _onError?: Nullable<(message?: string, exception?: any) => void>;\r\n private _errorFound = false;\r\n\r\n private _processError(reason: any) {\r\n this._errorFound = true;\r\n if (this._onError) {\r\n this._onError(reason?.message);\r\n } else {\r\n Logger.Error(reason?.message);\r\n }\r\n }\r\n\r\n private _handlePlay() {\r\n this._errorFound = false;\r\n this.video.play().catch((reason) => {\r\n if (reason?.name === \"NotAllowedError\") {\r\n if (this._onUserActionRequestedObservable && this._onUserActionRequestedObservable.hasObservers()) {\r\n this._onUserActionRequestedObservable.notifyObservers(this);\r\n return;\r\n } else if (!this.video.muted) {\r\n Logger.Warn(\"Unable to autoplay a video with sound. Trying again with muted turned true\");\r\n this.video.muted = true;\r\n this._errorFound = false;\r\n this.video.play().catch((otherReason) => {\r\n this._processError(otherReason);\r\n });\r\n return;\r\n }\r\n }\r\n\r\n this._processError(reason);\r\n });\r\n }\r\n\r\n /**\r\n * Creates a video texture.\r\n * If you want to display a video in your scene, this is the special texture for that.\r\n * This special texture works similar to other textures, with the exception of a few parameters.\r\n * @see https://doc.babylonjs.com/how_to/video_texture\r\n * @param name optional name, will detect from video source, if not defined\r\n * @param src can be used to provide an url, array of urls or an already setup HTML video element.\r\n * @param scene is obviously the current scene.\r\n * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).\r\n * @param invertY is false by default but can be used to invert video on Y axis\r\n * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default\r\n * @param settings allows finer control over video usage\r\n * @param onError defines a callback triggered when an error occurred during the loading session\r\n */\r\n constructor(\r\n name: Nullable<string>,\r\n src: string | string[] | HTMLVideoElement,\r\n scene: Nullable<Scene>,\r\n generateMipMaps = false,\r\n invertY = false,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n settings?: VideoTextureSettings,\r\n onError?: Nullable<(message?: string, exception?: any) => void>\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY);\r\n\r\n if (!settings) {\r\n settings = {\r\n autoPlay: true,\r\n loop: true,\r\n autoUpdateTexture: true,\r\n };\r\n }\r\n\r\n this._onError = onError;\r\n\r\n this._generateMipMaps = generateMipMaps;\r\n this._initialSamplingMode = samplingMode;\r\n this.autoUpdateTexture = settings.autoUpdateTexture;\r\n\r\n this._currentSrc = src;\r\n this.name = name || this._getName(src);\r\n this.video = this._getVideo(src);\r\n this._settings = settings;\r\n\r\n if (settings.poster) {\r\n this.video.poster = settings.poster;\r\n }\r\n if (settings.autoPlay !== undefined) {\r\n this.video.autoplay = settings.autoPlay;\r\n }\r\n if (settings.loop !== undefined) {\r\n this.video.loop = settings.loop;\r\n }\r\n if (settings.muted !== undefined) {\r\n this.video.muted = settings.muted;\r\n }\r\n\r\n this.video.setAttribute(\"playsinline\", \"\");\r\n this.video.addEventListener(\"paused\", this._updateInternalTexture);\r\n this.video.addEventListener(\"seeked\", this._updateInternalTexture);\r\n this.video.addEventListener(\"emptied\", this.reset);\r\n this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? \"play\" : \"canplay\";\r\n this.video.addEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);\r\n\r\n if (settings.autoPlay) {\r\n this._handlePlay();\r\n }\r\n\r\n const videoHasEnoughData = (this.video.readyState >= this.video.HAVE_CURRENT_DATA);\r\n if (settings.poster &&\r\n (!settings.autoPlay || !videoHasEnoughData)) {\r\n this._texture = this._getEngine()!.createTexture(settings.poster!, false, !this.invertY, scene);\r\n this._displayingPosterTexture = true;\r\n }\r\n else if (videoHasEnoughData) {\r\n this._createInternalTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the video texture useful for serialization or dynamic coding.\r\n * @returns \"VideoTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"VideoTexture\";\r\n }\r\n\r\n private _getName(src: string | string[] | HTMLVideoElement): string {\r\n if (src instanceof HTMLVideoElement) {\r\n return src.currentSrc;\r\n }\r\n\r\n if (typeof src === \"object\") {\r\n return src.toString();\r\n }\r\n\r\n return src;\r\n }\r\n\r\n private _getVideo(src: string | string[] | HTMLVideoElement): HTMLVideoElement {\r\n if ((<any>src).isNative) {\r\n return <HTMLVideoElement>src;\r\n }\r\n if (src instanceof HTMLVideoElement) {\r\n Tools.SetCorsBehavior(src.currentSrc, src);\r\n return src;\r\n }\r\n const video: HTMLVideoElement = document.createElement(\"video\");\r\n if (typeof src === \"string\") {\r\n Tools.SetCorsBehavior(src, video);\r\n video.src = src;\r\n } else {\r\n Tools.SetCorsBehavior(src[0], video);\r\n src.forEach((url) => {\r\n const source = document.createElement(\"source\");\r\n source.src = url;\r\n video.appendChild(source);\r\n });\r\n }\r\n return video;\r\n }\r\n\r\n private _createInternalTexture = (): void => {\r\n if (this._texture != null) {\r\n if (this._displayingPosterTexture) {\r\n this._texture.dispose();\r\n this._displayingPosterTexture = false;\r\n }\r\n else {\r\n return;\r\n }\r\n }\r\n\r\n if (!this._getEngine()!.needPOTTextures ||\r\n (Tools.IsExponentOfTwo(this.video.videoWidth) && Tools.IsExponentOfTwo(this.video.videoHeight))) {\r\n this.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this.wrapV = Texture.WRAP_ADDRESSMODE;\r\n } else {\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._generateMipMaps = false;\r\n }\r\n\r\n this._texture = this._getEngine()!.createDynamicTexture(\r\n this.video.videoWidth,\r\n this.video.videoHeight,\r\n this._generateMipMaps,\r\n this.samplingMode\r\n );\r\n\r\n if (!this.video.autoplay && !this._settings.poster) {\r\n let oldHandler = this.video.onplaying;\r\n let oldMuted = this.video.muted;\r\n this.video.muted = true;\r\n this.video.onplaying = () => {\r\n this.video.muted = oldMuted;\r\n this.video.onplaying = oldHandler;\r\n this._updateInternalTexture();\r\n if (!this._errorFound) {\r\n this.video.pause();\r\n }\r\n if (this.onLoadObservable.hasObservers()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n };\r\n this._handlePlay();\r\n }\r\n else {\r\n this._updateInternalTexture();\r\n if (this.onLoadObservable.hasObservers()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n }\r\n }\r\n\r\n private reset = (): void => {\r\n if (this._texture == null) {\r\n return;\r\n }\r\n\r\n if (!this._displayingPosterTexture) {\r\n this._texture.dispose();\r\n this._texture = null;\r\n }\r\n }\r\n\r\n /**\r\n * @hidden Internal method to initiate `update`.\r\n */\r\n public _rebuild(): void {\r\n this.update();\r\n }\r\n\r\n /**\r\n * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.\r\n */\r\n public update(): void {\r\n if (!this.autoUpdateTexture) {\r\n // Expecting user to call `updateTexture` manually\r\n return;\r\n }\r\n\r\n this.updateTexture(true);\r\n }\r\n\r\n /**\r\n * Update Texture in `manual` mode. Does not do anything if not visible or paused.\r\n * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or otherwise.\r\n */\r\n public updateTexture(isVisible: boolean): void {\r\n if (!isVisible) {\r\n return;\r\n }\r\n if (this.video.paused && this._stillImageCaptured) {\r\n return;\r\n }\r\n this._stillImageCaptured = true;\r\n this._updateInternalTexture();\r\n }\r\n\r\n protected _updateInternalTexture = (): void => {\r\n if (this._texture == null) {\r\n return;\r\n }\r\n if (this.video.readyState < this.video.HAVE_CURRENT_DATA) {\r\n return;\r\n }\r\n if (this._displayingPosterTexture) {\r\n return;\r\n }\r\n\r\n let frameId = this.getScene()!.getFrameId();\r\n if (this._frameId === frameId) {\r\n return;\r\n }\r\n\r\n this._frameId = frameId;\r\n\r\n this._getEngine()!.updateVideoTexture(this._texture, this.video, this._invertY);\r\n }\r\n\r\n /**\r\n * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.\r\n * @param url New url.\r\n */\r\n public updateURL(url: string): void {\r\n this.video.src = url;\r\n this._currentSrc = url;\r\n }\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): VideoTexture {\r\n return new VideoTexture(this.name,\r\n this._currentSrc!,\r\n this.getScene(),\r\n this._generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._settings);\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n this._currentSrc = null;\r\n\r\n if (this._onUserActionRequestedObservable) {\r\n this._onUserActionRequestedObservable.clear();\r\n this._onUserActionRequestedObservable = null;\r\n }\r\n\r\n this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);\r\n this.video.removeEventListener(\"paused\", this._updateInternalTexture);\r\n this.video.removeEventListener(\"seeked\", this._updateInternalTexture);\r\n this.video.removeEventListener(\"emptied\", this.reset);\r\n this.video.pause();\r\n }\r\n\r\n /**\r\n * Creates a video texture straight from a stream.\r\n * @param scene Define the scene the texture should be created in\r\n * @param stream Define the stream the texture should be created from\r\n * @param constraints video constraints\r\n * @param invertY Defines if the video should be stored with invert Y set to true (true by default)\r\n * @returns The created video texture as a promise\r\n */\r\n public static CreateFromStreamAsync(scene: Scene, stream: MediaStream, constraints: any, invertY = true): Promise<VideoTexture> {\r\n var video = scene.getEngine().createVideoElement(constraints);\r\n\r\n if (scene.getEngine()._badOS) {\r\n // Yes... I know and I hope to remove it soon...\r\n document.body.appendChild(video);\r\n video.style.transform = 'scale(0.0001, 0.0001)';\r\n video.style.opacity = '0';\r\n video.style.position = 'fixed';\r\n video.style.bottom = '0px';\r\n video.style.right = '0px';\r\n }\r\n\r\n video.setAttribute('autoplay', '');\r\n video.setAttribute('muted', 'true');\r\n video.setAttribute('playsinline', '');\r\n video.muted = true;\r\n\r\n if (video.mozSrcObject !== undefined) {\r\n // hack for Firefox < 19\r\n video.mozSrcObject = stream;\r\n } else {\r\n if (typeof video.srcObject == \"object\") {\r\n video.srcObject = stream;\r\n } else {\r\n window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;\r\n video.src = (window.URL && window.URL.createObjectURL(stream));\r\n }\r\n }\r\n\r\n return new Promise<VideoTexture>((resolve) => {\r\n let onPlaying = () => {\r\n resolve(new VideoTexture(\"video\", video, scene, true, invertY));\r\n video.removeEventListener(\"playing\", onPlaying);\r\n };\r\n\r\n video.addEventListener(\"playing\", onPlaying);\r\n video.play();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a video texture straight from your WebCam video feed.\r\n * @param scene Define the scene the texture should be created in\r\n * @param constraints Define the constraints to use to create the web cam feed from WebRTC\r\n * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC\r\n * @param invertY Defines if the video should be stored with invert Y set to true (true by default)\r\n * @returns The created video texture as a promise\r\n */\r\n public static CreateFromWebCamAsync(\r\n scene: Scene,\r\n constraints: {\r\n minWidth: number;\r\n maxWidth: number;\r\n minHeight: number;\r\n maxHeight: number;\r\n deviceId: string;\r\n } & MediaTrackConstraints,\r\n audioConstaints: boolean | MediaTrackConstraints = false,\r\n invertY = true\r\n ): Promise<VideoTexture> {\r\n var constraintsDeviceId;\r\n if (constraints && constraints.deviceId) {\r\n constraintsDeviceId = {\r\n exact: constraints.deviceId,\r\n };\r\n }\r\n\r\n if (navigator.mediaDevices) {\r\n return navigator.mediaDevices.getUserMedia({\r\n video: constraints,\r\n audio: audioConstaints\r\n })\r\n .then((stream) => {\r\n return this.CreateFromStreamAsync(scene, stream, constraints, invertY);\r\n });\r\n }\r\n else {\r\n const getUserMedia =\r\n (navigator as any).getUserMedia ||\r\n navigator.webkitGetUserMedia ||\r\n navigator.mozGetUserMedia ||\r\n navigator.msGetUserMedia;\r\n\r\n if (getUserMedia) {\r\n getUserMedia(\r\n {\r\n video: {\r\n deviceId: constraintsDeviceId,\r\n width: {\r\n min: (constraints && constraints.minWidth) || 256,\r\n max: (constraints && constraints.maxWidth) || 640,\r\n },\r\n height: {\r\n min: (constraints && constraints.minHeight) || 256,\r\n max: (constraints && constraints.maxHeight) || 480,\r\n },\r\n },\r\n audio: audioConstaints\r\n },\r\n (stream: any) => {\r\n return this.CreateFromStreamAsync(scene, stream, constraints, invertY);\r\n },\r\n function (e: any) {\r\n Logger.Error(e.name);\r\n }\r\n );\r\n }\r\n }\r\n\r\n return Promise.reject(\"No support for userMedia on this device\");\r\n }\r\n\r\n /**\r\n * Creates a video texture straight from your WebCam video feed.\r\n * @param scene Defines the scene the texture should be created in\r\n * @param onReady Defines a callback to triggered once the texture will be ready\r\n * @param constraints Defines the constraints to use to create the web cam feed from WebRTC\r\n * @param audioConstaints Defines the audio constraints to use to create the web cam feed from WebRTC\r\n * @param invertY Defines if the video should be stored with invert Y set to true (true by default)\r\n */\r\n public static CreateFromWebCam(\r\n scene: Scene,\r\n onReady: (videoTexture: VideoTexture) => void,\r\n constraints: {\r\n minWidth: number;\r\n maxWidth: number;\r\n minHeight: number;\r\n maxHeight: number;\r\n deviceId: string;\r\n } & MediaTrackConstraints,\r\n audioConstaints: boolean | MediaTrackConstraints = false,\r\n invertY = true\r\n ): void {\r\n this.CreateFromWebCamAsync(scene, constraints, audioConstaints, invertY)\r\n .then(function (videoTexture) {\r\n if (onReady) {\r\n onReady(videoTexture);\r\n }\r\n })\r\n .catch(function (err) {\r\n Logger.Error(err.name);\r\n });\r\n }\r\n}\r\n"]}
@@ -13,6 +13,7 @@ export declare class DrawWrapper {
13
13
  static IsWrapper(effect: Effect | DrawWrapper): effect is DrawWrapper;
14
14
  static GetEffect(effect: Effect | DrawWrapper): Nullable<Effect>;
15
15
  constructor(engine: ThinEngine, createMaterialContext?: boolean);
16
- setEffect(effect: Nullable<Effect>, defines?: Nullable<string | MaterialDefines>): void;
16
+ setEffect(effect: Nullable<Effect>, defines?: Nullable<string | MaterialDefines>, resetContext?: boolean): void;
17
+ dispose(): void;
17
18
  }
18
19
  export {};
@@ -15,11 +15,20 @@ var DrawWrapper = /** @class */ (function () {
15
15
  DrawWrapper.GetEffect = function (effect) {
16
16
  return effect.getPipelineContext === undefined ? effect.effect : effect;
17
17
  };
18
- DrawWrapper.prototype.setEffect = function (effect, defines) {
18
+ DrawWrapper.prototype.setEffect = function (effect, defines, resetContext) {
19
+ var _a;
20
+ if (resetContext === void 0) { resetContext = true; }
19
21
  this.effect = effect;
20
22
  if (defines !== undefined) {
21
23
  this.defines = defines;
22
24
  }
25
+ if (resetContext) {
26
+ (_a = this.drawContext) === null || _a === void 0 ? void 0 : _a.reset();
27
+ }
28
+ };
29
+ DrawWrapper.prototype.dispose = function () {
30
+ var _a;
31
+ (_a = this.drawContext) === null || _a === void 0 ? void 0 : _a.dispose();
23
32
  };
24
33
  return DrawWrapper;
25
34
  }());
@@ -1 +1 @@
1
- {"version":3,"file":"drawWrapper.js","sourceRoot":"","sources":["../../../sourceES6/core/Materials/drawWrapper.ts"],"names":[],"mappings":"AAQA,cAAc;AACd;IAcI,qBAAY,MAAkB,EAAE,qBAA4B;QAA5B,sCAAA,EAAA,4BAA4B;QACxD,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;QACnB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACpB,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,iBAAiB,EAAE,CAAC;QAC9C,IAAI,qBAAqB,EAAE;YACvB,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,qBAAqB,EAAE,CAAC;SACzD;IACL,CAAC;IAfa,qBAAS,GAAvB,UAAwB,MAA4B;QAChD,OAAQ,MAAiB,CAAC,kBAAkB,KAAK,SAAS,CAAC;IAC/D,CAAC;IAEa,qBAAS,GAAvB,UAAwB,MAA4B;QAChD,OAAQ,MAAiB,CAAC,kBAAkB,KAAK,SAAS,CAAC,CAAC,CAAE,MAAsB,CAAC,MAAM,CAAC,CAAC,CAAC,MAAgB,CAAC;IACnH,CAAC;IAWM,+BAAS,GAAhB,UAAiB,MAAwB,EAAE,OAA4C;QACnF,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,OAAO,KAAK,SAAS,EAAE;YACvB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;SAC1B;IACL,CAAC;IACL,kBAAC;AAAD,CAAC,AA7BD,IA6BC","sourcesContent":["import { IDrawContext } from \"../Engines/IDrawContext\";\r\nimport { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport { Nullable } from \"../types\";\r\n\r\ndeclare type ThinEngine = import(\"../Engines/thinEngine\").ThinEngine;\r\ndeclare type Effect = import(\"./effect\").Effect;\r\ndeclare type MaterialDefines = import(\"./materialDefines\").MaterialDefines;\r\n\r\n/** @hidden */\r\nexport class DrawWrapper {\r\n public effect: Nullable<Effect>;\r\n public defines: Nullable<string | MaterialDefines>;\r\n public materialContext?: IMaterialContext;\r\n public drawContext?: IDrawContext;\r\n\r\n public static IsWrapper(effect: Effect | DrawWrapper): effect is DrawWrapper {\r\n return (effect as Effect).getPipelineContext === undefined;\r\n }\r\n\r\n public static GetEffect(effect: Effect | DrawWrapper): Nullable<Effect> {\r\n return (effect as Effect).getPipelineContext === undefined ? (effect as DrawWrapper).effect : effect as Effect;\r\n }\r\n\r\n constructor(engine: ThinEngine, createMaterialContext = true) {\r\n this.effect = null;\r\n this.defines = null;\r\n this.drawContext = engine.createDrawContext();\r\n if (createMaterialContext) {\r\n this.materialContext = engine.createMaterialContext();\r\n }\r\n }\r\n\r\n public setEffect(effect: Nullable<Effect>, defines?: Nullable<string | MaterialDefines>): void {\r\n this.effect = effect;\r\n if (defines !== undefined) {\r\n this.defines = defines;\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"drawWrapper.js","sourceRoot":"","sources":["../../../sourceES6/core/Materials/drawWrapper.ts"],"names":[],"mappings":"AAQA,cAAc;AACd;IAcI,qBAAY,MAAkB,EAAE,qBAA4B;QAA5B,sCAAA,EAAA,4BAA4B;QACxD,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;QACnB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACpB,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,iBAAiB,EAAE,CAAC;QAC9C,IAAI,qBAAqB,EAAE;YACvB,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,qBAAqB,EAAE,CAAC;SACzD;IACL,CAAC;IAfa,qBAAS,GAAvB,UAAwB,MAA4B;QAChD,OAAQ,MAAiB,CAAC,kBAAkB,KAAK,SAAS,CAAC;IAC/D,CAAC;IAEa,qBAAS,GAAvB,UAAwB,MAA4B;QAChD,OAAQ,MAAiB,CAAC,kBAAkB,KAAK,SAAS,CAAC,CAAC,CAAE,MAAsB,CAAC,MAAM,CAAC,CAAC,CAAC,MAAgB,CAAC;IACnH,CAAC;IAWM,+BAAS,GAAhB,UAAiB,MAAwB,EAAE,OAA4C,EAAE,YAAmB;;QAAnB,6BAAA,EAAA,mBAAmB;QACxG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,OAAO,KAAK,SAAS,EAAE;YACvB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;SAC1B;QACD,IAAI,YAAY,EAAE;YACd,MAAA,IAAI,CAAC,WAAW,0CAAE,KAAK,EAAE,CAAC;SAC7B;IACL,CAAC;IAEM,6BAAO,GAAd;;QACI,MAAA,IAAI,CAAC,WAAW,0CAAE,OAAO,EAAE,CAAC;IAChC,CAAC;IACL,kBAAC;AAAD,CAAC,AApCD,IAoCC","sourcesContent":["import { IDrawContext } from \"../Engines/IDrawContext\";\r\nimport { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport { Nullable } from \"../types\";\r\n\r\ndeclare type ThinEngine = import(\"../Engines/thinEngine\").ThinEngine;\r\ndeclare type Effect = import(\"./effect\").Effect;\r\ndeclare type MaterialDefines = import(\"./materialDefines\").MaterialDefines;\r\n\r\n/** @hidden */\r\nexport class DrawWrapper {\r\n public effect: Nullable<Effect>;\r\n public defines: Nullable<string | MaterialDefines>;\r\n public materialContext?: IMaterialContext;\r\n public drawContext?: IDrawContext;\r\n\r\n public static IsWrapper(effect: Effect | DrawWrapper): effect is DrawWrapper {\r\n return (effect as Effect).getPipelineContext === undefined;\r\n }\r\n\r\n public static GetEffect(effect: Effect | DrawWrapper): Nullable<Effect> {\r\n return (effect as Effect).getPipelineContext === undefined ? (effect as DrawWrapper).effect : effect as Effect;\r\n }\r\n\r\n constructor(engine: ThinEngine, createMaterialContext = true) {\r\n this.effect = null;\r\n this.defines = null;\r\n this.drawContext = engine.createDrawContext();\r\n if (createMaterialContext) {\r\n this.materialContext = engine.createMaterialContext();\r\n }\r\n }\r\n\r\n public setEffect(effect: Nullable<Effect>, defines?: Nullable<string | MaterialDefines>, resetContext = true): void {\r\n this.effect = effect;\r\n if (defines !== undefined) {\r\n this.defines = defines;\r\n }\r\n if (resetContext) {\r\n this.drawContext?.reset();\r\n }\r\n }\r\n\r\n public dispose(): void {\r\n this.drawContext?.dispose();\r\n }\r\n}\r\n"]}
@@ -173,7 +173,7 @@ var EffectWrapper = /** @class */ (function () {
173
173
  }
174
174
  delete effectCreationOptions.fragmentSource;
175
175
  delete effectCreationOptions.vertexSource;
176
- this.effect = creationOptions.engine.createEffect(effectCreationOptions.spectorName, creationOptions.attributeNames || ["position"], uniformNames, creationOptions.samplerNames, defines, undefined, creationOptions.onCompiled, undefined, undefined, creationOptions.shaderLanguage);
176
+ this.effect = creationOptions.engine.createEffect(effectCreationOptions, creationOptions.attributeNames || ["position"], uniformNames, creationOptions.samplerNames, defines, undefined, creationOptions.onCompiled, undefined, undefined, creationOptions.shaderLanguage);
177
177
  }
178
178
  else {
179
179
  this.effect = new Effect(effectCreationOptions, creationOptions.attributeNames || ["position"], uniformNames, creationOptions.samplerNames, creationOptions.engine, defines, undefined, creationOptions.onCompiled, undefined, undefined, undefined, creationOptions.shaderLanguage);
@@ -1 +1 @@
1
- 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{ Nullable } from '../types';\r\nimport { ThinEngine } from '../Engines/thinEngine';\r\nimport { VertexBuffer } from '../Buffers/buffer';\r\nimport { Viewport } from '../Maths/math.viewport';\r\n\r\nimport { Observable, Observer } from '../Misc/observable';\r\nimport { Effect } from './effect';\r\nimport { DataBuffer } from '../Buffers/dataBuffer';\r\nimport { DrawWrapper } from \"./drawWrapper\";\r\nimport { IRenderTargetTexture, RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\n\r\n// Prevents ES6 Crash if not imported.\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * Effect Render Options\r\n */\r\nexport interface IEffectRendererOptions {\r\n /**\r\n * Defines the vertices positions.\r\n */\r\n positions?: number[];\r\n /**\r\n * Defines the indices.\r\n */\r\n indices?: number[];\r\n}\r\n\r\n/**\r\n * Helper class to render one or more effects.\r\n * You can access the previous rendering in your shader by declaring a sampler named textureSampler\r\n */\r\nexport class EffectRenderer {\r\n // Fullscreen quad buffers by default.\r\n private static _DefaultOptions: IEffectRendererOptions = {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 1, 2, 0, 2, 3],\r\n };\r\n\r\n private _vertexBuffers: { [key: string]: VertexBuffer };\r\n private _indexBuffer: DataBuffer;\r\n\r\n private _fullscreenViewport = new Viewport(0, 0, 1, 1);\r\n private _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * Creates an effect renderer\r\n * @param engine the engine to use for rendering\r\n * @param options defines the options of the effect renderer\r\n */\r\n constructor(private engine: ThinEngine, options: IEffectRendererOptions = EffectRenderer._DefaultOptions) {\r\n options = {\r\n ...EffectRenderer._DefaultOptions,\r\n ...options,\r\n };\r\n\r\n this._vertexBuffers = {\r\n [VertexBuffer.PositionKind]: new VertexBuffer(engine, options.positions!, VertexBuffer.PositionKind, false, false, 2),\r\n };\r\n this._indexBuffer = engine.createIndexBuffer(options.indices!);\r\n\r\n this._onContextRestoredObserver = engine.onContextRestoredObservable.add(() => {\r\n this._indexBuffer = engine.createIndexBuffer(options.indices!);\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = <VertexBuffer>this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Sets the current viewport in normalized coordinates 0-1\r\n * @param viewport Defines the viewport to set (defaults to 0 0 1 1)\r\n */\r\n public setViewport(viewport = this._fullscreenViewport): void {\r\n this.engine.setViewport(viewport);\r\n }\r\n\r\n /**\r\n * Binds the embedded attributes buffer to the effect.\r\n * @param effect Defines the effect to bind the attributes for\r\n */\r\n public bindBuffers(effect: Effect): void {\r\n this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n /**\r\n * 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IRenderTargetTexture {\r\n return (texture as IRenderTargetTexture).renderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * renders one or more effects to a specified texture\r\n * @param effectWrapper the effect to renderer\r\n * @param outputTexture texture to draw to, if null it will render to the screen.\r\n */\r\n public render(effectWrapper: EffectWrapper, outputTexture: Nullable<RenderTargetWrapper | IRenderTargetTexture> = null) {\r\n // Ensure effect is ready\r\n if (!effectWrapper.effect.isReady()) {\r\n return;\r\n }\r\n\r\n // Reset state\r\n this.setViewport();\r\n\r\n const out = outputTexture === null ? null : this.isRenderTargetTexture(outputTexture) ? outputTexture.renderTarget! : outputTexture;\r\n\r\n if (out) {\r\n this.engine.bindFramebuffer(out);\r\n }\r\n\r\n this.applyEffectWrapper(effectWrapper);\r\n\r\n this.draw();\r\n\r\n if (out) {\r\n this.engine.unBindFramebuffer(out);\r\n }\r\n\r\n this.restoreStates();\r\n }\r\n\r\n /**\r\n * Disposes of the effect renderer\r\n */\r\n dispose() {\r\n var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n delete this._vertexBuffers[VertexBuffer.PositionKind];\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this.engine._releaseBuffer(this._indexBuffer);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.engine.onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Options to create an EffectWrapper\r\n */\r\ninterface EffectWrapperCreationOptions {\r\n /**\r\n * Engine to use to create the effect\r\n */\r\n engine: ThinEngine;\r\n /**\r\n * Fragment shader for the effect\r\n */\r\n fragmentShader: string;\r\n /**\r\n * Use the shader store instead of direct source code\r\n */\r\n useShaderStore?: boolean;\r\n /**\r\n * Vertex shader for the effect\r\n */\r\n vertexShader?: string;\r\n /**\r\n * Attributes to use in the shader\r\n */\r\n attributeNames?: Array<string>;\r\n /**\r\n * Uniforms to use in the shader\r\n */\r\n uniformNames?: Array<string>;\r\n /**\r\n * Texture sampler names to use in the shader\r\n */\r\n samplerNames?: Array<string>;\r\n /**\r\n * Defines to use in the shader\r\n */\r\n defines?: Array<string>;\r\n /**\r\n * Callback when effect is compiled\r\n */\r\n onCompiled?: Nullable<(effect: Effect) => void>;\r\n /**\r\n * The friendly name of the effect displayed in Spector.\r\n */\r\n name?: string;\r\n /**\r\n * The language the shader is written in (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n}\r\n\r\n/**\r\n * Wraps an effect to be used for rendering\r\n */\r\nexport class EffectWrapper {\r\n /**\r\n * Event that is fired right before the effect is drawn (should be used to update uniforms)\r\n */\r\n public onApplyObservable = new Observable<{}>();\r\n /**\r\n * The underlying effect\r\n */\r\n public get effect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n public set effect(effect: Effect) {\r\n this._drawWrapper.effect = effect;\r\n }\r\n\r\n /** @hidden */\r\n public _drawWrapper: DrawWrapper;\r\n\r\n private _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * Creates an effect to be renderer\r\n * @param creationOptions options to create the effect\r\n */\r\n constructor(creationOptions: EffectWrapperCreationOptions) {\r\n let effectCreationOptions: any;\r\n const uniformNames = creationOptions.uniformNames || [];\r\n\r\n if (creationOptions.vertexShader) {\r\n effectCreationOptions = {\r\n fragmentSource: creationOptions.fragmentShader,\r\n vertexSource: creationOptions.vertexShader,\r\n spectorName: creationOptions.name || \"effectWrapper\"\r\n };\r\n }\r\n else {\r\n // Default scale to use in post process vertex shader.\r\n uniformNames.push(\"scale\");\r\n\r\n effectCreationOptions = {\r\n fragmentSource: creationOptions.fragmentShader,\r\n vertex: \"postprocess\",\r\n spectorName: creationOptions.name || \"effectWrapper\"\r\n };\r\n\r\n // Sets the default scale to identity for the post process vertex shader.\r\n this.onApplyObservable.add(() => {\r\n this.effect.setFloat2(\"scale\", 1, 1);\r\n });\r\n }\r\n\r\n const defines = creationOptions.defines ? creationOptions.defines.join(\"\\n\") : \"\";\r\n this._drawWrapper = new DrawWrapper(creationOptions.engine);\r\n\r\n if (creationOptions.useShaderStore) {\r\n effectCreationOptions.fragment = effectCreationOptions.fragmentSource;\r\n if (!effectCreationOptions.vertex) {\r\n effectCreationOptions.vertex = effectCreationOptions.vertexSource;\r\n }\r\n\r\n delete effectCreationOptions.fragmentSource;\r\n delete effectCreationOptions.vertexSource;\r\n\r\n this.effect = creationOptions.engine.createEffect(effectCreationOptions.spectorName,\r\n creationOptions.attributeNames || [\"position\"],\r\n uniformNames,\r\n creationOptions.samplerNames,\r\n defines,\r\n undefined,\r\n creationOptions.onCompiled,\r\n undefined,\r\n undefined,\r\n creationOptions.shaderLanguage,\r\n );\r\n } else {\r\n this.effect = new Effect(effectCreationOptions,\r\n creationOptions.attributeNames || [\"position\"],\r\n uniformNames,\r\n creationOptions.samplerNames,\r\n creationOptions.engine,\r\n defines,\r\n undefined,\r\n creationOptions.onCompiled,\r\n undefined,\r\n undefined,\r\n undefined,\r\n creationOptions.shaderLanguage,\r\n );\r\n\r\n this._onContextRestoredObserver = creationOptions.engine.onContextRestoredObservable.add(() => {\r\n this.effect._pipelineContext = null; // because _prepareEffect will try to dispose this pipeline before recreating it and that would lead to webgl errors\r\n this.effect._wasPreviouslyReady = false;\r\n this.effect._prepareEffect();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the effect wrapper\r\n */\r\n public dispose() {\r\n if (this._onContextRestoredObserver) {\r\n this.effect.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n this.effect.dispose();\r\n }\r\n}"]}
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{ Nullable } from '../types';\r\nimport { ThinEngine } from '../Engines/thinEngine';\r\nimport { VertexBuffer } from '../Buffers/buffer';\r\nimport { Viewport } from '../Maths/math.viewport';\r\n\r\nimport { Observable, Observer } from '../Misc/observable';\r\nimport { Effect } from './effect';\r\nimport { DataBuffer } from '../Buffers/dataBuffer';\r\nimport { DrawWrapper } from \"./drawWrapper\";\r\nimport { IRenderTargetTexture, RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\n\r\n// Prevents ES6 Crash if not imported.\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * Effect Render Options\r\n */\r\nexport interface IEffectRendererOptions {\r\n /**\r\n * Defines the vertices positions.\r\n */\r\n positions?: number[];\r\n /**\r\n * Defines the indices.\r\n */\r\n indices?: number[];\r\n}\r\n\r\n/**\r\n * Helper class to render one or more effects.\r\n * You can access the previous rendering in your shader by declaring a sampler named textureSampler\r\n */\r\nexport class EffectRenderer {\r\n // Fullscreen quad buffers by default.\r\n private static _DefaultOptions: IEffectRendererOptions = {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 1, 2, 0, 2, 3],\r\n };\r\n\r\n private _vertexBuffers: { [key: string]: VertexBuffer };\r\n private _indexBuffer: DataBuffer;\r\n\r\n private _fullscreenViewport = new Viewport(0, 0, 1, 1);\r\n private _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * Creates an effect renderer\r\n * @param engine the engine to use for rendering\r\n * @param options defines the options of the effect renderer\r\n */\r\n constructor(private engine: ThinEngine, options: IEffectRendererOptions = EffectRenderer._DefaultOptions) {\r\n options = {\r\n ...EffectRenderer._DefaultOptions,\r\n ...options,\r\n };\r\n\r\n this._vertexBuffers = {\r\n [VertexBuffer.PositionKind]: new VertexBuffer(engine, options.positions!, VertexBuffer.PositionKind, false, false, 2),\r\n };\r\n this._indexBuffer = engine.createIndexBuffer(options.indices!);\r\n\r\n this._onContextRestoredObserver = engine.onContextRestoredObservable.add(() => {\r\n this._indexBuffer = engine.createIndexBuffer(options.indices!);\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = <VertexBuffer>this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Sets the current viewport in normalized coordinates 0-1\r\n * @param viewport Defines the viewport to set (defaults to 0 0 1 1)\r\n */\r\n public setViewport(viewport = this._fullscreenViewport): void {\r\n this.engine.setViewport(viewport);\r\n }\r\n\r\n /**\r\n * Binds the embedded attributes buffer to the effect.\r\n * @param effect Defines the effect to bind the attributes for\r\n */\r\n public bindBuffers(effect: Effect): void {\r\n this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n /**\r\n * Sets the current effect wrapper to use during draw.\r\n * The effect needs to be ready before calling this api.\r\n * This also sets the default full screen position attribute.\r\n * @param effectWrapper Defines the effect to draw with\r\n */\r\n public applyEffectWrapper(effectWrapper: EffectWrapper): void {\r\n this.engine.depthCullingState.depthTest = false;\r\n this.engine.stencilState.stencilTest = false;\r\n this.engine.enableEffect(effectWrapper._drawWrapper);\r\n this.bindBuffers(effectWrapper.effect);\r\n effectWrapper.onApplyObservable.notifyObservers({});\r\n }\r\n\r\n /**\r\n * Restores engine states\r\n */\r\n public restoreStates(): void {\r\n this.engine.depthCullingState.depthTest = true;\r\n this.engine.stencilState.stencilTest = true;\r\n }\r\n\r\n /**\r\n * Draws a full screen quad.\r\n */\r\n public draw(): void {\r\n this.engine.drawElementsType(0, 0, 6);\r\n }\r\n\r\n private isRenderTargetTexture(texture: RenderTargetWrapper | IRenderTargetTexture): texture is IRenderTargetTexture {\r\n return (texture as IRenderTargetTexture).renderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * renders one or more effects to a specified texture\r\n * @param effectWrapper the effect to renderer\r\n * @param outputTexture texture to draw to, if null it will render to the screen.\r\n */\r\n public render(effectWrapper: EffectWrapper, outputTexture: Nullable<RenderTargetWrapper | IRenderTargetTexture> = null) {\r\n // Ensure effect is ready\r\n if (!effectWrapper.effect.isReady()) {\r\n return;\r\n }\r\n\r\n // Reset state\r\n this.setViewport();\r\n\r\n const out = outputTexture === null ? null : this.isRenderTargetTexture(outputTexture) ? outputTexture.renderTarget! : outputTexture;\r\n\r\n if (out) {\r\n this.engine.bindFramebuffer(out);\r\n }\r\n\r\n this.applyEffectWrapper(effectWrapper);\r\n\r\n this.draw();\r\n\r\n if (out) {\r\n this.engine.unBindFramebuffer(out);\r\n }\r\n\r\n this.restoreStates();\r\n }\r\n\r\n /**\r\n * Disposes of the effect renderer\r\n */\r\n dispose() {\r\n var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n delete this._vertexBuffers[VertexBuffer.PositionKind];\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this.engine._releaseBuffer(this._indexBuffer);\r\n }\r\n\r\n if (this._onContextRestoredObserver) {\r\n this.engine.onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Options to create an EffectWrapper\r\n */\r\ninterface EffectWrapperCreationOptions {\r\n /**\r\n * Engine to use to create the effect\r\n */\r\n engine: ThinEngine;\r\n /**\r\n * Fragment shader for the effect\r\n */\r\n fragmentShader: string;\r\n /**\r\n * Use the shader store instead of direct source code\r\n */\r\n useShaderStore?: boolean;\r\n /**\r\n * Vertex shader for the effect\r\n */\r\n vertexShader?: string;\r\n /**\r\n * Attributes to use in the shader\r\n */\r\n attributeNames?: Array<string>;\r\n /**\r\n * Uniforms to use in the shader\r\n */\r\n uniformNames?: Array<string>;\r\n /**\r\n * Texture sampler names to use in the shader\r\n */\r\n samplerNames?: Array<string>;\r\n /**\r\n * Defines to use in the shader\r\n */\r\n defines?: Array<string>;\r\n /**\r\n * Callback when effect is compiled\r\n */\r\n onCompiled?: Nullable<(effect: Effect) => void>;\r\n /**\r\n * The friendly name of the effect displayed in Spector.\r\n */\r\n name?: string;\r\n /**\r\n * The language the shader is written in (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n}\r\n\r\n/**\r\n * Wraps an effect to be used for rendering\r\n */\r\nexport class EffectWrapper {\r\n /**\r\n * Event that is fired right before the effect is drawn (should be used to update uniforms)\r\n */\r\n public onApplyObservable = new Observable<{}>();\r\n /**\r\n * The underlying effect\r\n */\r\n public get effect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n public set effect(effect: Effect) {\r\n this._drawWrapper.effect = effect;\r\n }\r\n\r\n /** @hidden */\r\n public _drawWrapper: DrawWrapper;\r\n\r\n private _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * Creates an effect to be renderer\r\n * @param creationOptions options to create the effect\r\n */\r\n constructor(creationOptions: EffectWrapperCreationOptions) {\r\n let effectCreationOptions: any;\r\n const uniformNames = creationOptions.uniformNames || [];\r\n\r\n if (creationOptions.vertexShader) {\r\n effectCreationOptions = {\r\n fragmentSource: creationOptions.fragmentShader,\r\n vertexSource: creationOptions.vertexShader,\r\n spectorName: creationOptions.name || \"effectWrapper\"\r\n };\r\n }\r\n else {\r\n // Default scale to use in post process vertex shader.\r\n uniformNames.push(\"scale\");\r\n\r\n effectCreationOptions = {\r\n fragmentSource: creationOptions.fragmentShader,\r\n vertex: \"postprocess\",\r\n spectorName: creationOptions.name || \"effectWrapper\"\r\n };\r\n\r\n // Sets the default scale to identity for the post process vertex shader.\r\n this.onApplyObservable.add(() => {\r\n this.effect.setFloat2(\"scale\", 1, 1);\r\n });\r\n }\r\n\r\n const defines = creationOptions.defines ? creationOptions.defines.join(\"\\n\") : \"\";\r\n this._drawWrapper = new DrawWrapper(creationOptions.engine);\r\n\r\n if (creationOptions.useShaderStore) {\r\n effectCreationOptions.fragment = effectCreationOptions.fragmentSource;\r\n if (!effectCreationOptions.vertex) {\r\n effectCreationOptions.vertex = effectCreationOptions.vertexSource;\r\n }\r\n\r\n delete effectCreationOptions.fragmentSource;\r\n delete effectCreationOptions.vertexSource;\r\n\r\n this.effect = creationOptions.engine.createEffect(effectCreationOptions,\r\n creationOptions.attributeNames || [\"position\"],\r\n uniformNames,\r\n creationOptions.samplerNames,\r\n defines,\r\n undefined,\r\n creationOptions.onCompiled,\r\n undefined,\r\n undefined,\r\n creationOptions.shaderLanguage,\r\n );\r\n } else {\r\n this.effect = new Effect(effectCreationOptions,\r\n creationOptions.attributeNames || [\"position\"],\r\n uniformNames,\r\n creationOptions.samplerNames,\r\n creationOptions.engine,\r\n defines,\r\n undefined,\r\n creationOptions.onCompiled,\r\n undefined,\r\n undefined,\r\n undefined,\r\n creationOptions.shaderLanguage,\r\n );\r\n\r\n this._onContextRestoredObserver = creationOptions.engine.onContextRestoredObservable.add(() => {\r\n this.effect._pipelineContext = null; // because _prepareEffect will try to dispose this pipeline before recreating it and that would lead to webgl errors\r\n this.effect._wasPreviouslyReady = false;\r\n this.effect._prepareEffect();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the effect wrapper\r\n */\r\n public dispose() {\r\n if (this._onContextRestoredObserver) {\r\n this.effect.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n this.effect.dispose();\r\n }\r\n}"]}
@@ -429,6 +429,8 @@ export declare class Material implements IAnimatable {
429
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  protected _drawWrapper: DrawWrapper;
430
430
  /** @hidden */
431
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  _getDrawWrapper(): DrawWrapper;
432
+ /** @hidden */
433
+ _setDrawWrapper(drawWrapper: DrawWrapper): void;
432
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  /**
433
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  * Specifies if uniform buffers should be used
434
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  */
@@ -437,7 +439,7 @@ export declare class Material implements IAnimatable {
437
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  * Stores a reference to the scene
438
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  */
439
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  private _scene;
440
- private _needToBindSceneUbo;
442
+ protected _needToBindSceneUbo: boolean;
441
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  /**
442
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  * Stores the fill mode state
443
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  */
@@ -104,7 +104,7 @@ export declare class DetailMapConfiguration {
104
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  dispose(forceDisposeTextures?: boolean): void;
105
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  /**
106
106
  * Get the current class name useful for serialization or dynamic coding.
107
- * @returns "DetailMap"
107
+ * @returns "DetailMapConfiguration"
108
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  */
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  getClassName(): string;
110
110
  /**
@@ -153,10 +153,10 @@ var DetailMapConfiguration = /** @class */ (function () {
153
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  };
154
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  /**
155
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  * Get the current class name useful for serialization or dynamic coding.
156
- * @returns "DetailMap"
156
+ * @returns "DetailMapConfiguration"
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  */
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  DetailMapConfiguration.prototype.getClassName = function () {
159
- return "DetailMap";
159
+ return "DetailMapConfiguration";
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  };
161
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  /**
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  * Add the required uniforms to the current list.
@@ -1 +1 @@
1
- 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{ Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Material } from \"./material\";\r\nimport { serialize, expandToProperty, serializeAsTexture, SerializationHelper } from '../Misc/decorators';\r\nimport { MaterialFlags } from './materialFlags';\r\nimport { MaterialHelper } from './materialHelper';\r\nimport { BaseTexture } from './Textures/baseTexture';\r\nimport { UniformBuffer } from './uniformBuffer';\r\nimport { IAnimatable } from '../Animations/animatable.interface';\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport interface IMaterialDetailMapDefines {\r\n DETAIL: boolean;\r\n DETAILDIRECTUV: number;\r\n DETAIL_NORMALBLENDMETHOD: number;\r\n\r\n /** @hidden */\r\n _areTexturesDirty: boolean;\r\n}\r\n\r\n/**\r\n * Define the code related to the detail map parameters of a material\r\n *\r\n * Inspired from:\r\n * Unity: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@9.0/manual/Mask-Map-and-Detail-Map.html and https://docs.unity3d.com/Manual/StandardShaderMaterialParameterDetail.html\r\n * Unreal: https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/DetailTexturing/index.html\r\n * Cryengine: https://docs.cryengine.com/display/SDKDOC2/Detail+Maps\r\n */\r\nexport class DetailMapConfiguration {\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * The detail texture of the material.\r\n */\r\n @serializeAsTexture(\"detailTexture\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Defines how strongly the detail diffuse/albedo channel is blended with the regular diffuse/albedo texture\r\n * Bigger values mean stronger blending\r\n */\r\n @serialize()\r\n public diffuseBlendLevel = 1;\r\n\r\n /**\r\n * Defines how strongly the detail roughness channel is blended with the regular roughness value\r\n * Bigger values mean stronger blending. Only used with PBR materials\r\n */\r\n @serialize()\r\n public roughnessBlendLevel = 1;\r\n\r\n /**\r\n * Defines how strong the bump effect from the detail map is\r\n * Bigger values mean stronger effect\r\n */\r\n @serialize()\r\n public bumpLevel = 1;\r\n\r\n private _normalBlendMethod = Material.MATERIAL_NORMALBLENDMETHOD_WHITEOUT;\r\n /**\r\n * The method used to blend the bump and detail normals together\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public normalBlendMethod: number;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Enable or disable the detail map on this material\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n /** @hidden */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @hidden */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Instantiate a new detail map\r\n * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty\r\n */\r\n constructor(markAllSubMeshesAsTexturesDirty: () => void) {\r\n this._internalMarkAllSubMeshesAsTexturesDirty = markAllSubMeshesAsTexturesDirty;\r\n }\r\n\r\n /**\r\n * Gets whether the submesh is ready to be used or not.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n public isReadyForSubMesh(defines: IMaterialDetailMapDefines, scene: Scene): boolean {\r\n if (!this._isEnabled) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (defines._areTexturesDirty && scene.texturesEnabled) {\r\n if (engine.getCaps().standardDerivatives && this._texture && MaterialFlags.DetailTextureEnabled) {\r\n // Detail texture cannot be not blocking.\r\n if (!this._texture.isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Update the defines for detail map usage\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene the material belongs to.\r\n */\r\n public prepareDefines(defines: IMaterialDetailMapDefines, scene: Scene): void {\r\n if (this._isEnabled) {\r\n defines.DETAIL_NORMALBLENDMETHOD = this._normalBlendMethod;\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (defines._areTexturesDirty) {\r\n if (engine.getCaps().standardDerivatives && this._texture && MaterialFlags.DetailTextureEnabled && this._isEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"DETAIL\");\r\n defines.DETAIL_NORMALBLENDMETHOD = this._normalBlendMethod;\r\n } else {\r\n defines.DETAIL = false;\r\n }\r\n }\r\n } else {\r\n defines.DETAIL = false;\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param isFrozen defines whether the material is frozen or not.\r\n */\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._texture && MaterialFlags.DetailTextureEnabled) {\r\n uniformBuffer.updateFloat4(\"vDetailInfos\", this._texture.coordinatesIndex, this.diffuseBlendLevel, this.bumpLevel, this.roughnessBlendLevel);\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"detail\");\r\n }\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.DetailTextureEnabled) {\r\n uniformBuffer.setTexture(\"detailSampler\", this._texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @param activeTextures Array of BaseTextures\r\n */\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @param animatables Array of animatable textures.\r\n */\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n this._texture?.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name useful for serialization or dynamic coding.\r\n * @returns \"DetailMap\"\r\n */\r\n public getClassName(): string {\r\n return \"DetailMap\";\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current list.\r\n * @param uniforms defines the current uniform list.\r\n */\r\n public static AddUniforms(uniforms: string[]): void {\r\n uniforms.push(\"vDetailInfos\");\r\n uniforms.push(\"detailMatrix\");\r\n }\r\n\r\n /**\r\n * Add the required samplers to the current list.\r\n * @param samplers defines the current sampler list.\r\n */\r\n public static AddSamplers(samplers: string[]): void {\r\n samplers.push(\"detailSampler\");\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current buffer.\r\n * @param uniformBuffer defines the current uniform buffer.\r\n */\r\n public static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void {\r\n uniformBuffer.addUniform(\"vDetailInfos\", 4);\r\n uniformBuffer.addUniform(\"detailMatrix\", 16);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current instance into another one.\r\n * @param detailMap define the instance where to copy the info\r\n */\r\n public copyTo(detailMap: DetailMapConfiguration): void {\r\n SerializationHelper.Clone(() => detailMap, this);\r\n }\r\n\r\n /**\r\n * Serializes this detail map instance\r\n * @returns - An object with the serialized instance.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a detail map setting from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n"]}
1
+ 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{ Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Material } from \"./material\";\r\nimport { serialize, expandToProperty, serializeAsTexture, SerializationHelper } from '../Misc/decorators';\r\nimport { MaterialFlags } from './materialFlags';\r\nimport { MaterialHelper } from './materialHelper';\r\nimport { BaseTexture } from './Textures/baseTexture';\r\nimport { UniformBuffer } from './uniformBuffer';\r\nimport { IAnimatable } from '../Animations/animatable.interface';\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport interface IMaterialDetailMapDefines {\r\n DETAIL: boolean;\r\n DETAILDIRECTUV: number;\r\n DETAIL_NORMALBLENDMETHOD: number;\r\n\r\n /** @hidden */\r\n _areTexturesDirty: boolean;\r\n}\r\n\r\n/**\r\n * Define the code related to the detail map parameters of a material\r\n *\r\n * Inspired from:\r\n * Unity: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@9.0/manual/Mask-Map-and-Detail-Map.html and https://docs.unity3d.com/Manual/StandardShaderMaterialParameterDetail.html\r\n * Unreal: https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/DetailTexturing/index.html\r\n * Cryengine: https://docs.cryengine.com/display/SDKDOC2/Detail+Maps\r\n */\r\nexport class DetailMapConfiguration {\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * The detail texture of the material.\r\n */\r\n @serializeAsTexture(\"detailTexture\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Defines how strongly the detail diffuse/albedo channel is blended with the regular diffuse/albedo texture\r\n * Bigger values mean stronger blending\r\n */\r\n @serialize()\r\n public diffuseBlendLevel = 1;\r\n\r\n /**\r\n * Defines how strongly the detail roughness channel is blended with the regular roughness value\r\n * Bigger values mean stronger blending. Only used with PBR materials\r\n */\r\n @serialize()\r\n public roughnessBlendLevel = 1;\r\n\r\n /**\r\n * Defines how strong the bump effect from the detail map is\r\n * Bigger values mean stronger effect\r\n */\r\n @serialize()\r\n public bumpLevel = 1;\r\n\r\n private _normalBlendMethod = Material.MATERIAL_NORMALBLENDMETHOD_WHITEOUT;\r\n /**\r\n * The method used to blend the bump and detail normals together\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public normalBlendMethod: number;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Enable or disable the detail map on this material\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n /** @hidden */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @hidden */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Instantiate a new detail map\r\n * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty\r\n */\r\n constructor(markAllSubMeshesAsTexturesDirty: () => void) {\r\n this._internalMarkAllSubMeshesAsTexturesDirty = markAllSubMeshesAsTexturesDirty;\r\n }\r\n\r\n /**\r\n * Gets whether the submesh is ready to be used or not.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n public isReadyForSubMesh(defines: IMaterialDetailMapDefines, scene: Scene): boolean {\r\n if (!this._isEnabled) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (defines._areTexturesDirty && scene.texturesEnabled) {\r\n if (engine.getCaps().standardDerivatives && this._texture && MaterialFlags.DetailTextureEnabled) {\r\n // Detail texture cannot be not blocking.\r\n if (!this._texture.isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Update the defines for detail map usage\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene the material belongs to.\r\n */\r\n public prepareDefines(defines: IMaterialDetailMapDefines, scene: Scene): void {\r\n if (this._isEnabled) {\r\n defines.DETAIL_NORMALBLENDMETHOD = this._normalBlendMethod;\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (defines._areTexturesDirty) {\r\n if (engine.getCaps().standardDerivatives && this._texture && MaterialFlags.DetailTextureEnabled && this._isEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"DETAIL\");\r\n defines.DETAIL_NORMALBLENDMETHOD = this._normalBlendMethod;\r\n } else {\r\n defines.DETAIL = false;\r\n }\r\n }\r\n } else {\r\n defines.DETAIL = false;\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param isFrozen defines whether the material is frozen or not.\r\n */\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._texture && MaterialFlags.DetailTextureEnabled) {\r\n uniformBuffer.updateFloat4(\"vDetailInfos\", this._texture.coordinatesIndex, this.diffuseBlendLevel, this.bumpLevel, this.roughnessBlendLevel);\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"detail\");\r\n }\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.DetailTextureEnabled) {\r\n uniformBuffer.setTexture(\"detailSampler\", this._texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @param activeTextures Array of BaseTextures\r\n */\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @param animatables Array of animatable textures.\r\n */\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n this._texture?.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name useful for serialization or dynamic coding.\r\n * @returns \"DetailMapConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"DetailMapConfiguration\";\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current list.\r\n * @param uniforms defines the current uniform list.\r\n */\r\n public static AddUniforms(uniforms: string[]): void {\r\n uniforms.push(\"vDetailInfos\");\r\n uniforms.push(\"detailMatrix\");\r\n }\r\n\r\n /**\r\n * Add the required samplers to the current list.\r\n * @param samplers defines the current sampler list.\r\n */\r\n public static AddSamplers(samplers: string[]): void {\r\n samplers.push(\"detailSampler\");\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current buffer.\r\n * @param uniformBuffer defines the current uniform buffer.\r\n */\r\n public static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void {\r\n uniformBuffer.addUniform(\"vDetailInfos\", 4);\r\n uniformBuffer.addUniform(\"detailMatrix\", 16);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current instance into another one.\r\n * @param detailMap define the instance where to copy the info\r\n */\r\n public copyTo(detailMap: DetailMapConfiguration): void {\r\n SerializationHelper.Clone(() => detailMap, this);\r\n }\r\n\r\n /**\r\n * Serializes this detail map instance\r\n * @returns - An object with the serialized instance.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a detail map setting from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n"]}
@@ -503,6 +503,10 @@ var Material = /** @class */ (function () {
503
503
  Material.prototype._getDrawWrapper = function () {
504
504
  return this._drawWrapper;
505
505
  };
506
+ /** @hidden */
507
+ Material.prototype._setDrawWrapper = function (drawWrapper) {
508
+ this._drawWrapper = drawWrapper;
509
+ };
506
510
  /**
507
511
  * Returns a string representation of the current material
508
512
  * @param fullDetails defines a boolean indicating which levels of logging is desired
@@ -764,8 +768,8 @@ var Material = /** @class */ (function () {
764
768
  if (this._needToBindSceneUbo) {
765
769
  if (effect) {
766
770
  this._needToBindSceneUbo = false;
767
- this._scene.finalizeSceneUbo();
768
771
  MaterialHelper.BindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
772
+ this._scene.finalizeSceneUbo();
769
773
  }
770
774
  }
771
775
  if (mesh) {
@@ -882,8 +886,8 @@ var Material = /** @class */ (function () {
882
886
  var allDone = true, lastError = null;
883
887
  if (mesh.subMeshes) {
884
888
  var tempSubMesh = new SubMesh(0, 0, 0, 0, 0, mesh, undefined, false, false);
885
- if (tempSubMesh._materialDefines) {
886
- tempSubMesh._materialDefines._renderId = -1;
889
+ if (tempSubMesh.materialDefines) {
890
+ tempSubMesh.materialDefines._renderId = -1;
887
891
  }
888
892
  if (!_this.isReadyForSubMesh(mesh, tempSubMesh, localOptions.useInstances)) {
889
893
  if (tempSubMesh.effect && tempSubMesh.effect.getCompilationError() && tempSubMesh.effect.allFallbacksProcessed()) {
@@ -991,10 +995,15 @@ var Material = /** @class */ (function () {
991
995
  if (subMesh.getMaterial() !== this) {
992
996
  continue;
993
997
  }
994
- if (!subMesh._materialDefines) {
995
- continue;
998
+ for (var _c = 0, _d = subMesh._drawWrappers; _c < _d.length; _c++) {
999
+ var drawWrapper = _d[_c];
1000
+ if (!drawWrapper || !drawWrapper.defines || !drawWrapper.defines.markAllAsDirty) {
1001
+ continue;
1002
+ }
1003
+ if (this._materialContext === drawWrapper.materialContext) {
1004
+ func(drawWrapper.defines);
1005
+ }
996
1006
  }
997
- func(subMesh._materialDefines);
998
1007
  }
999
1008
  }
1000
1009
  };
@@ -1150,9 +1159,9 @@ var Material = /** @class */ (function () {
1150
1159
  if (this._storeEffectOnSubMeshes) {
1151
1160
  for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
1152
1161
  var subMesh = _a[_i];
1153
- geometry._releaseVertexArrayObject(subMesh._materialEffect);
1154
- if (forceDisposeEffect && subMesh._materialEffect) {
1155
- subMesh._materialEffect.dispose();
1162
+ geometry._releaseVertexArrayObject(subMesh.effect);
1163
+ if (forceDisposeEffect && subMesh.effect) {
1164
+ subMesh.effect.dispose();
1156
1165
  }
1157
1166
  }
1158
1167
  }