@babylonjs/core 5.0.0-alpha.65 → 5.0.0-beta.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (117) hide show
  1. package/Animations/animation.js +3 -0
  2. package/Animations/animation.js.map +1 -1
  3. package/Bones/bone.js +3 -0
  4. package/Bones/bone.js.map +1 -1
  5. package/Cameras/Inputs/freeCameraTouchInput.d.ts +2 -2
  6. package/Cameras/Inputs/freeCameraTouchInput.js +6 -4
  7. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  8. package/Collisions/collider.d.ts +1 -1
  9. package/Collisions/collider.js +13 -3
  10. package/Collisions/collider.js.map +1 -1
  11. package/Engines/Extensions/engine.renderTarget.js +1 -0
  12. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  13. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
  14. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  15. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -1
  16. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.rawTexture.js +5 -5
  18. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  19. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -4
  20. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  21. package/Engines/WebGPU/Extensions/engine.videoTexture.js +1 -1
  22. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  23. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +4 -0
  24. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  25. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -0
  26. package/Engines/WebGPU/webgpuClearQuad.js +10 -7
  27. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  28. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +3 -1
  29. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  30. package/Engines/WebGPU/webgpuTextureHelper.d.ts +4 -3
  31. package/Engines/WebGPU/webgpuTextureHelper.js +80 -45
  32. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  33. package/Engines/engine.d.ts +1 -0
  34. package/Engines/renderTargetWrapper.js +1 -1
  35. package/Engines/renderTargetWrapper.js.map +1 -1
  36. package/Engines/thinEngine.js +2 -2
  37. package/Engines/thinEngine.js.map +1 -1
  38. package/Engines/webgpuEngine.js +5 -5
  39. package/Engines/webgpuEngine.js.map +1 -1
  40. package/Layers/effectLayer.js +23 -0
  41. package/Layers/effectLayer.js.map +1 -1
  42. package/Layers/glowLayer.js +2 -0
  43. package/Layers/glowLayer.js.map +1 -1
  44. package/Lights/light.d.ts +1 -0
  45. package/Lights/light.js +2 -1
  46. package/Lights/light.js.map +1 -1
  47. package/Materials/Textures/baseTexture.d.ts +6 -2
  48. package/Materials/Textures/baseTexture.js +60 -16
  49. package/Materials/Textures/baseTexture.js.map +1 -1
  50. package/Materials/Textures/renderTargetTexture.d.ts +10 -5
  51. package/Materials/Textures/renderTargetTexture.js +18 -6
  52. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  53. package/Materials/Textures/texture.d.ts +3 -0
  54. package/Materials/Textures/texture.js +3 -0
  55. package/Materials/Textures/texture.js.map +1 -1
  56. package/Materials/materialDefines.d.ts +1 -0
  57. package/Materials/materialDefines.js +24 -15
  58. package/Materials/materialDefines.js.map +1 -1
  59. package/Materials/materialPluginBase.d.ts +6 -1
  60. package/Materials/materialPluginBase.js +7 -1
  61. package/Materials/materialPluginBase.js.map +1 -1
  62. package/Meshes/Builders/goldbergBuilder.d.ts +45 -42
  63. package/Meshes/Builders/goldbergBuilder.js +14 -225
  64. package/Meshes/Builders/goldbergBuilder.js.map +1 -1
  65. package/Meshes/Builders/index.d.ts +1 -0
  66. package/Meshes/Builders/index.js +1 -0
  67. package/Meshes/Builders/index.js.map +1 -1
  68. package/Meshes/Builders/shapeBuilder.d.ts +10 -2
  69. package/Meshes/Builders/shapeBuilder.js +11 -5
  70. package/Meshes/Builders/shapeBuilder.js.map +1 -1
  71. package/Meshes/abstractMesh.d.ts +4 -1
  72. package/Meshes/abstractMesh.js +8 -3
  73. package/Meshes/abstractMesh.js.map +1 -1
  74. package/Meshes/geodesicMesh.d.ts +1 -1
  75. package/Meshes/geodesicMesh.js +6 -6
  76. package/Meshes/geodesicMesh.js.map +1 -1
  77. package/Meshes/goldbergMesh.d.ts +107 -0
  78. package/Meshes/goldbergMesh.js +244 -0
  79. package/Meshes/goldbergMesh.js.map +1 -0
  80. package/Meshes/index.d.ts +1 -0
  81. package/Meshes/index.js +1 -0
  82. package/Meshes/index.js.map +1 -1
  83. package/Meshes/mesh.d.ts +5 -0
  84. package/Meshes/mesh.js +11 -0
  85. package/Meshes/mesh.js.map +1 -1
  86. package/Meshes/mesh.lts.d.ts +10 -6
  87. package/Meshes/mesh.lts.js +1 -1
  88. package/Meshes/mesh.lts.js.map +1 -1
  89. package/Meshes/subMesh.d.ts +2 -1
  90. package/Meshes/subMesh.js +11 -4
  91. package/Meshes/subMesh.js.map +1 -1
  92. package/Misc/timer.js +1 -0
  93. package/Misc/timer.js.map +1 -1
  94. package/Physics/Plugins/ammoJSPlugin.d.ts +4 -0
  95. package/Physics/Plugins/ammoJSPlugin.js +11 -6
  96. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  97. package/PostProcesses/volumetricLightScatteringPostProcess.js +22 -0
  98. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  99. package/Rendering/depthRenderer.js +18 -0
  100. package/Rendering/depthRenderer.js.map +1 -1
  101. package/Rendering/geometryBufferRenderer.js +23 -1
  102. package/Rendering/geometryBufferRenderer.js.map +1 -1
  103. package/XR/features/WebXRControllerPointerSelection.js +6 -4
  104. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  105. package/XR/features/WebXRNearInteraction.js +8 -6
  106. package/XR/features/WebXRNearInteraction.js.map +1 -1
  107. package/XR/webXRExperienceHelper.js +7 -0
  108. package/XR/webXRExperienceHelper.js.map +1 -1
  109. package/XR/webXRRenderTargetTextureProvider.js +1 -3
  110. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  111. package/XR/webXRSessionManager.d.ts +14 -1
  112. package/XR/webXRSessionManager.js +31 -8
  113. package/XR/webXRSessionManager.js.map +1 -1
  114. package/package.json +4 -1
  115. package/scene.d.ts +2 -1
  116. package/scene.js +3 -2
  117. package/scene.js.map +1 -1
@@ -1980,6 +1980,7 @@ interface GPUImageCopyTextureTagged extends GPUImageCopyTexture {
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  interface GPUImageCopyExternalImage {
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  source: ImageBitmap | HTMLCanvasElement | OffscreenCanvas;
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  origin?: GPUOrigin2D; /* default={} */
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+ flipY?: boolean; /* default=false */
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  }
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  interface GPUProgrammablePassEncoder {
@@ -192,7 +192,7 @@ var RenderTargetWrapper = /** @class */ (function () {
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  if (bilinearFiltering === void 0) { bilinearFiltering = true; }
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  if (generateStencil === void 0) { generateStencil = false; }
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  if (samples === void 0) { samples = 1; }
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- if (format === void 0) { format = 15; }
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+ if (format === void 0) { format = 14; }
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  (_a = this._depthStencilTexture) === null || _a === void 0 ? void 0 : _a.dispose();
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  this._depthStencilTextureWithStencil = generateStencil;
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  this._depthStencilTexture = this._engine.createDepthStencilTexture(this._size, {
@@ -1 +1 @@
1
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{ InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetCreationOptions, TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Nullable } from \"../types\";\r\n\r\nimport { ThinEngine } from \"./thinEngine\";\r\n\r\n/**\r\n * An interface enforcing the renderTarget accessor to used by render target textures.\r\n */\r\nexport interface IRenderTargetTexture {\r\n /**\r\n * Entry point to access the wrapper on a texture.\r\n */\r\n renderTarget: Nullable<RenderTargetWrapper>;\r\n}\r\n\r\n/**\r\n * Wrapper around a render target (either single or multi textures)\r\n */\r\nexport class RenderTargetWrapper {\r\n protected _engine: ThinEngine;\r\n private _size: TextureSize;\r\n private _isCube: boolean;\r\n private _isMulti: boolean;\r\n private _textures: Nullable<InternalTexture[]> = null;\r\n\r\n /** @hidden */\r\n public _attachments: Nullable<number[]> = null;\r\n /** @hidden */\r\n public _generateStencilBuffer: boolean = false;\r\n /** @hidden */\r\n public _generateDepthBuffer: boolean = false;\r\n\r\n /** @hidden */\r\n public _depthStencilTexture: Nullable<InternalTexture>;\r\n /** @hidden */\r\n public _depthStencilTextureWithStencil: boolean = false;\r\n\r\n /**\r\n * Defines if the render target wrapper is for a cube texture or if false a 2d texture\r\n */\r\n public get isCube(): boolean {\r\n return this._isCube;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a single or multi target render wrapper\r\n */\r\n public get isMulti(): boolean {\r\n return this._isMulti;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a single or an array of textures\r\n */\r\n public get is2DArray(): boolean {\r\n return this.layers > 0;\r\n }\r\n\r\n /**\r\n * Gets the size of the render target wrapper (used for cubes, as width=height in this case)\r\n */\r\n public get size(): number {\r\n return this.width;\r\n }\r\n\r\n /**\r\n * Gets the width of the render target wrapper\r\n */\r\n public get width(): number {\r\n return (<{ width: number; height: number }>this._size).width || <number>this._size;\r\n }\r\n\r\n /**\r\n * Gets the height of the render target wrapper\r\n */\r\n public get height(): number {\r\n return (<{ width: number; height: number }>this._size).height || <number>this._size;\r\n }\r\n\r\n /**\r\n * Gets the number of layers of the render target wrapper (only used if is2DArray is true)\r\n */\r\n public get layers(): number {\r\n return (<{ width: number; height: number; layers?: number }>this._size).layers || 0;\r\n }\r\n\r\n /**\r\n * Gets the render texture. If this is a multi render target, gets the first texture\r\n */\r\n public get texture(): Nullable<InternalTexture> {\r\n return this._textures?.[0] ?? null;\r\n }\r\n\r\n /**\r\n * Gets the list of render textures. If we are not in a multi render target, the list will be null (use the texture getter instead)\r\n */\r\n public get textures(): Nullable<InternalTexture[]> {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Gets the sample count of the render target\r\n */\r\n public get samples(): number {\r\n return this.texture?.samples ?? 1;\r\n }\r\n\r\n /**\r\n * Sets the sample count of the render target\r\n * @param value sample count\r\n * @param initializeBuffers If set to true, the engine will make an initializing call to drawBuffers (only used when isMulti=true).\r\n * @param force true to force calling the update sample count engine function even if the current sample count is equal to value\r\n * @returns the sample count that has been set\r\n */\r\n public setSamples(value: number, initializeBuffers = true, force = false): number {\r\n if (this.samples === value && !force) {\r\n return value;\r\n }\r\n\r\n return this._isMulti\r\n ? this._engine.updateMultipleRenderTargetTextureSampleCount(this, value, initializeBuffers)\r\n : this._engine.updateRenderTargetTextureSampleCount(this, value);\r\n }\r\n\r\n /**\r\n * Initializes the render target wrapper\r\n * @param isMulti true if the wrapper is a multi render target\r\n * @param isCube true if the wrapper should render to a cube texture\r\n * @param size size of the render target (width/height/layers)\r\n * @param engine engine used to create the render target\r\n */\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine) {\r\n this._isMulti = isMulti;\r\n this._isCube = isCube;\r\n this._size = size;\r\n this._engine = engine;\r\n this._depthStencilTexture = null;\r\n }\r\n\r\n /**\r\n * Sets the render target texture(s)\r\n * @param textures texture(s) to set\r\n */\r\n public setTextures(textures: Nullable<InternalTexture> | Nullable<InternalTexture[]>): void {\r\n if (Array.isArray(textures)) {\r\n this._textures = textures;\r\n } else if (textures) {\r\n this._textures = [textures];\r\n } else {\r\n this._textures = null;\r\n }\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true): void {\r\n if (!this._textures) {\r\n this._textures = [];\r\n }\r\n if (this._textures[index] && disposePrevious) {\r\n this._textures[index].dispose();\r\n }\r\n\r\n this._textures[index] = texture;\r\n }\r\n\r\n /**\r\n * Creates the depth/stencil texture\r\n * @param comparisonFunction Comparison function to use for the texture\r\n * @param bilinearFiltering true if bilinear filtering should be used when sampling the texture\r\n * @param generateStencil true if the stencil aspect should also be created\r\n * @param samples sample count to use when creating the texture\r\n * @param format format of the depth texture\r\n * @returns the depth/stencil created texture\r\n */\r\n public createDepthStencilTexture(comparisonFunction: number = 0, bilinearFiltering: boolean = true, generateStencil: boolean = false, samples: number = 1, format: number = 15): InternalTexture {\r\n this._depthStencilTexture?.dispose();\r\n\r\n this._depthStencilTextureWithStencil = generateStencil;\r\n this._depthStencilTexture = this._engine.createDepthStencilTexture(\r\n this._size,\r\n {\r\n bilinearFiltering,\r\n comparisonFunction,\r\n generateStencil,\r\n isCube: this._isCube,\r\n samples,\r\n depthTextureFormat: format,\r\n },\r\n this\r\n );\r\n\r\n return this._depthStencilTexture;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @hidden\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: RenderTargetWrapper): void {\r\n if (this._depthStencilTexture) {\r\n if (renderTarget._depthStencilTexture) {\r\n renderTarget._depthStencilTexture.dispose();\r\n }\r\n\r\n renderTarget._depthStencilTexture = this._depthStencilTexture;\r\n this._depthStencilTexture.incrementReferences();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _swapAndDie(target: InternalTexture): void {\r\n if (this.texture) {\r\n this.texture._swapAndDie(target);\r\n }\r\n this._textures = null;\r\n this.dispose(true);\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._isMulti) {\r\n const textureArray = this.textures;\r\n if (textureArray && textureArray.length > 0) {\r\n let generateDepthTexture = false;\r\n let textureCount = textureArray.length;\r\n\r\n const lastTextureSource = textureArray[textureArray.length - 1]._source;\r\n if (lastTextureSource === InternalTextureSource.Depth || lastTextureSource === InternalTextureSource.DepthStencil) {\r\n generateDepthTexture = true;\r\n textureCount--;\r\n }\r\n\r\n const samplingModes: number[] = [];\r\n const types: number[] = [];\r\n\r\n for (let i = 0; i < textureCount; ++i) {\r\n const texture = textureArray[i];\r\n\r\n samplingModes.push(texture.samplingMode);\r\n types.push(texture.type);\r\n }\r\n\r\n const optionsMRT = {\r\n samplingModes,\r\n generateMipMaps: textureArray[0].generateMipMaps,\r\n generateDepthBuffer: this._generateDepthBuffer,\r\n generateStencilBuffer: this._generateStencilBuffer,\r\n generateDepthTexture,\r\n types,\r\n textureCount,\r\n };\r\n const size = {\r\n width: this.width,\r\n height: this.height,\r\n };\r\n\r\n rtw = this._engine.createMultipleRenderTarget(size, optionsMRT);\r\n }\r\n } else {\r\n const options: RenderTargetCreationOptions = {};\r\n\r\n options.generateDepthBuffer = this._generateDepthBuffer;\r\n options.generateMipMaps = this.texture?.generateMipMaps ?? false;\r\n options.generateStencilBuffer = this._generateStencilBuffer;\r\n options.samplingMode = this.texture?.samplingMode;\r\n options.type = this.texture?.type;\r\n options.format = this.texture?.format;\r\n\r\n if (this.isCube) {\r\n rtw = this._engine.createRenderTargetCubeTexture(this.width, options);\r\n } else {\r\n let size = {\r\n width: this.width,\r\n height: this.height,\r\n layers: this.is2DArray ? this.texture?.depth : undefined,\r\n };\r\n\r\n rtw = this._engine.createRenderTargetTexture(size, options);\r\n }\r\n rtw.texture!.isReady = true;\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: RenderTargetWrapper): void {\r\n if (this._textures && target._textures) {\r\n for (let i = 0; i < this._textures.length; ++i) {\r\n this._textures[i]._swapAndDie(target._textures[i], false);\r\n target._textures[i].isReady = true;\r\n }\r\n }\r\n if (this._depthStencilTexture && target._depthStencilTexture) {\r\n this._depthStencilTexture._swapAndDie(target._depthStencilTexture);\r\n target._depthStencilTexture.isReady = true;\r\n }\r\n\r\n this._textures = null;\r\n this._depthStencilTexture = null;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n let rtw = this._cloneRenderTargetWrapper();\r\n if (!rtw) {\r\n return;\r\n }\r\n\r\n if (this._depthStencilTexture) {\r\n const samplingMode = this._depthStencilTexture.samplingMode;\r\n const bilinear =\r\n samplingMode === 2 ||\r\n samplingMode === 3 ||\r\n samplingMode === 11;\r\n rtw.createDepthStencilTexture(this._depthStencilTexture._comparisonFunction, bilinear, this._depthStencilTextureWithStencil, this._depthStencilTexture.samples);\r\n }\r\n\r\n if (this.samples > 1) {\r\n rtw.setSamples(this.samples);\r\n }\r\n\r\n rtw._swapRenderTargetWrapper(this);\r\n rtw.dispose();\r\n }\r\n\r\n /**\r\n * Releases the internal render textures\r\n */\r\n public releaseTextures(): void {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures?.length ?? 0; ++i) {\r\n this._textures[i].dispose();\r\n }\r\n }\r\n this._textures = null;\r\n }\r\n\r\n /**\r\n * Disposes the whole render target wrapper\r\n * @param disposeOnlyFramebuffers true if only the frame buffers should be released (used for the WebGL engine). If false, all the textures will also be released\r\n */\r\n public dispose(disposeOnlyFramebuffers = false): void {\r\n if (!disposeOnlyFramebuffers) {\r\n this._depthStencilTexture?.dispose();\r\n this._depthStencilTexture = null;\r\n this.releaseTextures();\r\n }\r\n\r\n this._engine._releaseRenderTargetWrapper(this);\r\n }\r\n}\r\n"]}
1
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{ InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetCreationOptions, TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Nullable } from \"../types\";\r\n\r\nimport { ThinEngine } from \"./thinEngine\";\r\n\r\n/**\r\n * An interface enforcing the renderTarget accessor to used by render target textures.\r\n */\r\nexport interface IRenderTargetTexture {\r\n /**\r\n * Entry point to access the wrapper on a texture.\r\n */\r\n renderTarget: Nullable<RenderTargetWrapper>;\r\n}\r\n\r\n/**\r\n * Wrapper around a render target (either single or multi textures)\r\n */\r\nexport class RenderTargetWrapper {\r\n protected _engine: ThinEngine;\r\n private _size: TextureSize;\r\n private _isCube: boolean;\r\n private _isMulti: boolean;\r\n private _textures: Nullable<InternalTexture[]> = null;\r\n\r\n /** @hidden */\r\n public _attachments: Nullable<number[]> = null;\r\n /** @hidden */\r\n public _generateStencilBuffer: boolean = false;\r\n /** @hidden */\r\n public _generateDepthBuffer: boolean = false;\r\n\r\n /** @hidden */\r\n public _depthStencilTexture: Nullable<InternalTexture>;\r\n /** @hidden */\r\n public _depthStencilTextureWithStencil: boolean = false;\r\n\r\n /**\r\n * Defines if the render target wrapper is for a cube texture or if false a 2d texture\r\n */\r\n public get isCube(): boolean {\r\n return this._isCube;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a single or multi target render wrapper\r\n */\r\n public get isMulti(): boolean {\r\n return this._isMulti;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a single or an array of textures\r\n */\r\n public get is2DArray(): boolean {\r\n return this.layers > 0;\r\n }\r\n\r\n /**\r\n * Gets the size of the render target wrapper (used for cubes, as width=height in this case)\r\n */\r\n public get size(): number {\r\n return this.width;\r\n }\r\n\r\n /**\r\n * Gets the width of the render target wrapper\r\n */\r\n public get width(): number {\r\n return (<{ width: number; height: number }>this._size).width || <number>this._size;\r\n }\r\n\r\n /**\r\n * Gets the height of the render target wrapper\r\n */\r\n public get height(): number {\r\n return (<{ width: number; height: number }>this._size).height || <number>this._size;\r\n }\r\n\r\n /**\r\n * Gets the number of layers of the render target wrapper (only used if is2DArray is true)\r\n */\r\n public get layers(): number {\r\n return (<{ width: number; height: number; layers?: number }>this._size).layers || 0;\r\n }\r\n\r\n /**\r\n * Gets the render texture. If this is a multi render target, gets the first texture\r\n */\r\n public get texture(): Nullable<InternalTexture> {\r\n return this._textures?.[0] ?? null;\r\n }\r\n\r\n /**\r\n * Gets the list of render textures. If we are not in a multi render target, the list will be null (use the texture getter instead)\r\n */\r\n public get textures(): Nullable<InternalTexture[]> {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Gets the sample count of the render target\r\n */\r\n public get samples(): number {\r\n return this.texture?.samples ?? 1;\r\n }\r\n\r\n /**\r\n * Sets the sample count of the render target\r\n * @param value sample count\r\n * @param initializeBuffers If set to true, the engine will make an initializing call to drawBuffers (only used when isMulti=true).\r\n * @param force true to force calling the update sample count engine function even if the current sample count is equal to value\r\n * @returns the sample count that has been set\r\n */\r\n public setSamples(value: number, initializeBuffers = true, force = false): number {\r\n if (this.samples === value && !force) {\r\n return value;\r\n }\r\n\r\n return this._isMulti\r\n ? this._engine.updateMultipleRenderTargetTextureSampleCount(this, value, initializeBuffers)\r\n : this._engine.updateRenderTargetTextureSampleCount(this, value);\r\n }\r\n\r\n /**\r\n * Initializes the render target wrapper\r\n * @param isMulti true if the wrapper is a multi render target\r\n * @param isCube true if the wrapper should render to a cube texture\r\n * @param size size of the render target (width/height/layers)\r\n * @param engine engine used to create the render target\r\n */\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine) {\r\n this._isMulti = isMulti;\r\n this._isCube = isCube;\r\n this._size = size;\r\n this._engine = engine;\r\n this._depthStencilTexture = null;\r\n }\r\n\r\n /**\r\n * Sets the render target texture(s)\r\n * @param textures texture(s) to set\r\n */\r\n public setTextures(textures: Nullable<InternalTexture> | Nullable<InternalTexture[]>): void {\r\n if (Array.isArray(textures)) {\r\n this._textures = textures;\r\n } else if (textures) {\r\n this._textures = [textures];\r\n } else {\r\n this._textures = null;\r\n }\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true): void {\r\n if (!this._textures) {\r\n this._textures = [];\r\n }\r\n if (this._textures[index] && disposePrevious) {\r\n this._textures[index].dispose();\r\n }\r\n\r\n this._textures[index] = texture;\r\n }\r\n\r\n /**\r\n * Creates the depth/stencil texture\r\n * @param comparisonFunction Comparison function to use for the texture\r\n * @param bilinearFiltering true if bilinear filtering should be used when sampling the texture\r\n * @param generateStencil true if the stencil aspect should also be created\r\n * @param samples sample count to use when creating the texture\r\n * @param format format of the depth texture\r\n * @returns the depth/stencil created texture\r\n */\r\n public createDepthStencilTexture(comparisonFunction: number = 0, bilinearFiltering: boolean = true, generateStencil: boolean = false, samples: number = 1, format: number = 14): InternalTexture {\r\n this._depthStencilTexture?.dispose();\r\n\r\n this._depthStencilTextureWithStencil = generateStencil;\r\n this._depthStencilTexture = this._engine.createDepthStencilTexture(\r\n this._size,\r\n {\r\n bilinearFiltering,\r\n comparisonFunction,\r\n generateStencil,\r\n isCube: this._isCube,\r\n samples,\r\n depthTextureFormat: format,\r\n },\r\n this\r\n );\r\n\r\n return this._depthStencilTexture;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @hidden\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: RenderTargetWrapper): void {\r\n if (this._depthStencilTexture) {\r\n if (renderTarget._depthStencilTexture) {\r\n renderTarget._depthStencilTexture.dispose();\r\n }\r\n\r\n renderTarget._depthStencilTexture = this._depthStencilTexture;\r\n this._depthStencilTexture.incrementReferences();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _swapAndDie(target: InternalTexture): void {\r\n if (this.texture) {\r\n this.texture._swapAndDie(target);\r\n }\r\n this._textures = null;\r\n this.dispose(true);\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._isMulti) {\r\n const textureArray = this.textures;\r\n if (textureArray && textureArray.length > 0) {\r\n let generateDepthTexture = false;\r\n let textureCount = textureArray.length;\r\n\r\n const lastTextureSource = textureArray[textureArray.length - 1]._source;\r\n if (lastTextureSource === InternalTextureSource.Depth || lastTextureSource === InternalTextureSource.DepthStencil) {\r\n generateDepthTexture = true;\r\n textureCount--;\r\n }\r\n\r\n const samplingModes: number[] = [];\r\n const types: number[] = [];\r\n\r\n for (let i = 0; i < textureCount; ++i) {\r\n const texture = textureArray[i];\r\n\r\n samplingModes.push(texture.samplingMode);\r\n types.push(texture.type);\r\n }\r\n\r\n const optionsMRT = {\r\n samplingModes,\r\n generateMipMaps: textureArray[0].generateMipMaps,\r\n generateDepthBuffer: this._generateDepthBuffer,\r\n generateStencilBuffer: this._generateStencilBuffer,\r\n generateDepthTexture,\r\n types,\r\n textureCount,\r\n };\r\n const size = {\r\n width: this.width,\r\n height: this.height,\r\n };\r\n\r\n rtw = this._engine.createMultipleRenderTarget(size, optionsMRT);\r\n }\r\n } else {\r\n const options: RenderTargetCreationOptions = {};\r\n\r\n options.generateDepthBuffer = this._generateDepthBuffer;\r\n options.generateMipMaps = this.texture?.generateMipMaps ?? false;\r\n options.generateStencilBuffer = this._generateStencilBuffer;\r\n options.samplingMode = this.texture?.samplingMode;\r\n options.type = this.texture?.type;\r\n options.format = this.texture?.format;\r\n\r\n if (this.isCube) {\r\n rtw = this._engine.createRenderTargetCubeTexture(this.width, options);\r\n } else {\r\n let size = {\r\n width: this.width,\r\n height: this.height,\r\n layers: this.is2DArray ? this.texture?.depth : undefined,\r\n };\r\n\r\n rtw = this._engine.createRenderTargetTexture(size, options);\r\n }\r\n rtw.texture!.isReady = true;\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: RenderTargetWrapper): void {\r\n if (this._textures && target._textures) {\r\n for (let i = 0; i < this._textures.length; ++i) {\r\n this._textures[i]._swapAndDie(target._textures[i], false);\r\n target._textures[i].isReady = true;\r\n }\r\n }\r\n if (this._depthStencilTexture && target._depthStencilTexture) {\r\n this._depthStencilTexture._swapAndDie(target._depthStencilTexture);\r\n target._depthStencilTexture.isReady = true;\r\n }\r\n\r\n this._textures = null;\r\n this._depthStencilTexture = null;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n let rtw = this._cloneRenderTargetWrapper();\r\n if (!rtw) {\r\n return;\r\n }\r\n\r\n if (this._depthStencilTexture) {\r\n const samplingMode = this._depthStencilTexture.samplingMode;\r\n const bilinear =\r\n samplingMode === 2 ||\r\n samplingMode === 3 ||\r\n samplingMode === 11;\r\n rtw.createDepthStencilTexture(this._depthStencilTexture._comparisonFunction, bilinear, this._depthStencilTextureWithStencil, this._depthStencilTexture.samples);\r\n }\r\n\r\n if (this.samples > 1) {\r\n rtw.setSamples(this.samples);\r\n }\r\n\r\n rtw._swapRenderTargetWrapper(this);\r\n rtw.dispose();\r\n }\r\n\r\n /**\r\n * Releases the internal render textures\r\n */\r\n public releaseTextures(): void {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures?.length ?? 0; ++i) {\r\n this._textures[i].dispose();\r\n }\r\n }\r\n this._textures = null;\r\n }\r\n\r\n /**\r\n * Disposes the whole render target wrapper\r\n * @param disposeOnlyFramebuffers true if only the frame buffers should be released (used for the WebGL engine). If false, all the textures will also be released\r\n */\r\n public dispose(disposeOnlyFramebuffers = false): void {\r\n if (!disposeOnlyFramebuffers) {\r\n this._depthStencilTexture?.dispose();\r\n this._depthStencilTexture = null;\r\n this.releaseTextures();\r\n }\r\n\r\n this._engine._releaseRenderTargetWrapper(this);\r\n }\r\n}\r\n"]}
@@ -384,7 +384,7 @@ var ThinEngine = /** @class */ (function () {
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  */
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  // Not mixed with Version for tooling purpose.
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  get: function () {
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- return "babylonjs@5.0.0-alpha.65";
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+ return "babylonjs@5.0.0-beta.1";
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  },
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  enumerable: false,
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  configurable: true
@@ -394,7 +394,7 @@ var ThinEngine = /** @class */ (function () {
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  * Returns the current version of the framework
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  */
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  get: function () {
397
- return "5.0.0-alpha.65";
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+ return "5.0.0-beta.1";
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  },
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  enumerable: false,
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  configurable: true