@babylonjs/core 5.0.0-beta.1 → 5.0.0-beta.12
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.
- package/Actions/actionManager.d.ts +1 -1
- package/Actions/actionManager.js +5 -1
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animation.d.ts +6 -6
- package/Animations/animation.js +9 -5
- package/Animations/animation.js.map +1 -1
- package/Audio/analyser.d.ts +2 -1
- package/Audio/analyser.js +5 -0
- package/Audio/analyser.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +1 -1
- package/Audio/audioSceneComponent.js +5 -0
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +1 -1
- package/Audio/sound.js +17 -4
- package/Audio/sound.js.map +1 -1
- package/Audio/soundTrack.d.ts +2 -1
- package/Audio/soundTrack.js +5 -0
- package/Audio/soundTrack.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +5 -0
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +29 -26
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +2 -1
- package/Bones/bone.js +28 -18
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.d.ts +0 -6
- package/Bones/skeleton.js +5 -17
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.d.ts +4 -0
- package/Buffers/buffer.js +13 -3
- package/Buffers/buffer.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -0
- package/Cameras/Inputs/freeCameraMouseInput.js +6 -3
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js +2 -4
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +1 -0
- package/Cameras/VR/vrExperienceHelper.js +1 -0
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.d.ts +2 -1
- package/Cameras/VR/webVRCamera.js +3 -2
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +1 -1
- package/Cameras/camera.js +1 -1
- package/Cameras/camera.js.map +1 -1
- package/Cameras/deviceOrientationCamera.d.ts +1 -1
- package/Cameras/deviceOrientationCamera.js.map +1 -1
- package/Cameras/flyCamera.d.ts +1 -1
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/followCamera.d.ts +1 -1
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/freeCamera.d.ts +1 -1
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/gamepadCamera.d.ts +1 -1
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.d.ts +1 -1
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.d.ts +1 -1
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Collisions/collider.d.ts +1 -1
- package/Collisions/collider.js +48 -2
- package/Collisions/collider.js.map +1 -1
- package/Compat/compatibilityOptions.d.ts +9 -0
- package/Compat/compatibilityOptions.js +14 -0
- package/Compat/compatibilityOptions.js.map +1 -0
- package/Compat/index.d.ts +1 -0
- package/Compat/index.js +2 -0
- package/Compat/index.js.map +1 -0
- package/Compute/computeEffect.js +2 -2
- package/Compute/computeEffect.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +1 -1
- package/Culling/Octrees/octreeSceneComponent.js +5 -0
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/ray.d.ts +6 -4
- package/Culling/ray.js +35 -13
- package/Culling/ray.js.map +1 -1
- package/Debug/axesViewer.d.ts +2 -1
- package/Debug/axesViewer.js +6 -0
- package/Debug/axesViewer.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js +6 -2
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/physicsViewer.d.ts +1 -1
- package/Debug/physicsViewer.js +3 -0
- package/Debug/physicsViewer.js.map +1 -1
- package/Debug/skeletonViewer.js +3 -4
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/Helpers/eventFactory.d.ts +1 -1
- package/DeviceInput/Helpers/eventFactory.js +10 -6
- package/DeviceInput/Helpers/eventFactory.js.map +1 -1
- package/DeviceInput/InputDevices/deviceEnums.d.ts +55 -2
- package/DeviceInput/InputDevices/deviceEnums.js +54 -0
- package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSource.d.ts +35 -0
- package/DeviceInput/InputDevices/deviceSource.js +38 -0
- package/DeviceInput/InputDevices/deviceSource.js.map +1 -0
- package/DeviceInput/InputDevices/deviceSourceManager.d.ts +23 -66
- package/DeviceInput/InputDevices/deviceSourceManager.js +40 -149
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/InputDevices/deviceTypes.d.ts +2 -2
- package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
- package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.d.ts +1 -5
- package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.js +0 -0
- package/DeviceInput/InputDevices/inputInterfaces.js.map +1 -0
- package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +51 -0
- package/DeviceInput/InputDevices/internalDeviceSourceManager.js +138 -0
- package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -0
- package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.d.ts +3 -7
- package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.js +11 -16
- package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -0
- package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.d.ts +17 -19
- package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.js +212 -166
- package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -0
- package/DeviceInput/index.d.ts +1 -5
- package/DeviceInput/index.js +1 -5
- package/DeviceInput/index.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
- package/Engines/Extensions/engine.cubeTexture.js +6 -2
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.multiview.d.ts +5 -0
- package/Engines/Extensions/engine.multiview.js +4 -2
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +7 -0
- package/Engines/Extensions/engine.query.js +12 -0
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +5 -0
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +7 -0
- package/Engines/Extensions/engine.views.js +12 -0
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +3 -2
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
- package/Engines/Processors/shaderCodeInliner.js +13 -13
- package/Engines/Processors/shaderCodeInliner.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +4 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +9 -9
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -7
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.d.ts +2 -0
- package/Engines/WebGPU/webgpuCacheSampler.js +23 -2
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +2 -1
- package/Engines/WebGPU/webgpuConstants.js +1 -0
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +3 -3
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +0 -3
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -8
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +13 -13
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +30 -30
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +0 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +22 -37
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/engine.d.ts +48 -33
- package/Engines/engine.js +2 -6
- package/Engines/engine.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +4 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/index.d.ts +1 -0
- package/Engines/index.js +1 -0
- package/Engines/index.js.map +1 -1
- package/Engines/nativeEngine.d.ts +1 -0
- package/Engines/nativeEngine.js +41 -13
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +3 -1
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +8 -0
- package/Engines/renderTargetWrapper.js +20 -0
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +18 -2
- package/Engines/thinEngine.js +51 -21
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +3 -7
- package/Engines/webgpuEngine.js +43 -42
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/keyboardEvents.d.ts +7 -1
- package/Events/keyboardEvents.js +11 -1
- package/Events/keyboardEvents.js.map +1 -1
- package/Gamepads/Controllers/daydreamController.js +1 -1
- package/Gamepads/Controllers/daydreamController.js.map +1 -1
- package/Gamepads/Controllers/oculusTouchController.js +2 -2
- package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
- package/Gamepads/Controllers/webVRController.d.ts +1 -0
- package/Gamepads/Controllers/webVRController.js +1 -0
- package/Gamepads/Controllers/webVRController.js.map +1 -1
- package/Gamepads/gamepadManager.js +1 -1
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +0 -10
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +1 -1
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.d.ts +2 -0
- package/Gizmos/gizmoManager.js +28 -24
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Helpers/environmentHelper.js +2 -2
- package/Helpers/environmentHelper.js.map +1 -1
- package/Helpers/sceneHelpers.d.ts +1 -0
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +2 -3
- package/Inputs/scene.inputManager.js +14 -16
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.js +2 -2
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayer.d.ts +2 -1
- package/Layers/effectLayer.js +25 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/effectLayerSceneComponent.d.ts +1 -1
- package/Layers/effectLayerSceneComponent.js +7 -3
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/glowLayer.d.ts +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +1 -1
- package/Layers/highlightLayer.js +2 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layer.d.ts +2 -2
- package/Layers/layer.js.map +1 -1
- package/Layers/layerSceneComponent.d.ts +1 -1
- package/Layers/layerSceneComponent.js +7 -3
- package/Layers/layerSceneComponent.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +7 -7
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +115 -37
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/loadingScreen.js +8 -8
- package/Loading/loadingScreen.js.map +1 -1
- package/Loading/sceneLoader.js +7 -6
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.d.ts +1 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +37 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +117 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -0
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +12 -12
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +5 -5
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +13 -13
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/index.js +1 -0
- package/Materials/Node/Blocks/Dual/index.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +10 -10
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +28 -28
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -7
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +32 -32
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +10 -10
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +7 -7
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +12 -12
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +7 -7
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/twirlBlock.js +4 -4
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.d.ts +2 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +29 -24
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +5 -5
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +5 -5
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +33 -33
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +11 -11
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +11 -11
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +3 -3
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +1 -1
- package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +1 -1
- package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js +7 -7
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +3 -3
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +3 -3
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +5 -5
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +16 -16
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/addBlock.js +1 -1
- package/Materials/Node/Blocks/addBlock.js.map +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.js +3 -3
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +7 -7
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
- package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.js +10 -10
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/crossBlock.js +1 -1
- package/Materials/Node/Blocks/crossBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +1 -1
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/desaturateBlock.js +4 -4
- package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
- package/Materials/Node/Blocks/distanceBlock.js +1 -1
- package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
- package/Materials/Node/Blocks/divideBlock.js +1 -1
- package/Materials/Node/Blocks/divideBlock.js.map +1 -1
- package/Materials/Node/Blocks/dotBlock.js +1 -1
- package/Materials/Node/Blocks/dotBlock.js.map +1 -1
- package/Materials/Node/Blocks/elbowBlock.d.ts +27 -0
- package/Materials/Node/Blocks/elbowBlock.js +60 -0
- package/Materials/Node/Blocks/elbowBlock.js.map +1 -0
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- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/index.js.map +1 -1
- package/node.d.ts +1 -1
- package/node.js.map +1 -1
- package/package.json +31 -16
- package/scene.d.ts +6 -12
- package/scene.js +53 -47
- package/scene.js.map +1 -1
- package/types.d.ts +1 -1
- package/types.js.map +1 -1
- package/DeviceInput/Implementations/nativeDeviceInputSystem.js.map +0 -1
- package/DeviceInput/Implementations/webDeviceInputSystem.js.map +0 -1
- package/DeviceInput/Interfaces/inputInterfaces.js.map +0 -1
- package/DeviceInput/deviceInputSystem.d.ts +0 -60
- package/DeviceInput/deviceInputSystem.js +0 -84
- package/DeviceInput/deviceInputSystem.js.map +0 -1
- package/Misc/baseError.d.ts +0 -7
- package/Misc/baseError.js +0 -18
- package/Misc/baseError.js.map +0 -1
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{ Nullable, int } from \"../../types\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { _TimeToken } from \"../../Instrumentation/timeToken\";\r\nimport { PerfCounter } from \"../../Misc/perfCounter\";\r\nimport { Observer } from \"../../Misc/observable\";\r\n\r\n/** @hidden */\r\nexport type OcclusionQuery = WebGLQuery | number;\r\n\r\n/** @hidden */\r\nexport class _OcclusionDataStorage {\r\n /** @hidden */\r\n public occlusionInternalRetryCounter = 0;\r\n\r\n /** @hidden */\r\n public isOcclusionQueryInProgress = false;\r\n\r\n /** @hidden */\r\n public isOccluded = false;\r\n\r\n /** @hidden */\r\n public occlusionRetryCount = -1;\r\n\r\n /** @hidden */\r\n public occlusionType = AbstractMesh.OCCLUSION_TYPE_NONE;\r\n\r\n /** @hidden */\r\n public occlusionQueryAlgorithmType = AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;\r\n}\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /**\r\n * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)\r\n * @return the new query\r\n */\r\n createQuery(): OcclusionQuery;\r\n\r\n /**\r\n * Delete and release a webGL query\r\n * @param query defines the query to delete\r\n * @return the current engine\r\n */\r\n deleteQuery(query: OcclusionQuery): Engine;\r\n\r\n /**\r\n * Check if a given query has resolved and got its value\r\n * @param query defines the query to check\r\n * @returns true if the query got its value\r\n */\r\n isQueryResultAvailable(query: OcclusionQuery): boolean;\r\n\r\n /**\r\n * Gets the value of a given query\r\n * @param query defines the query to check\r\n * @returns the value of the query\r\n */\r\n getQueryResult(query: OcclusionQuery): number;\r\n\r\n /**\r\n * Initiates an occlusion query\r\n * @param algorithmType defines the algorithm to use\r\n * @param query defines the query to use\r\n * @returns the current engine\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n */\r\n beginOcclusionQuery(algorithmType: number, query: OcclusionQuery): boolean;\r\n\r\n /**\r\n * Ends an occlusion query\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n * @param algorithmType defines the algorithm to use\r\n * @returns the current engine\r\n */\r\n endOcclusionQuery(algorithmType: number): Engine;\r\n\r\n /**\r\n * Starts a time query (used to measure time spent by the GPU on a specific frame)\r\n * Please note that only one query can be issued at a time\r\n * @returns a time token used to track the time span\r\n */\r\n startTimeQuery(): Nullable<_TimeToken>;\r\n\r\n /**\r\n * Ends a time query\r\n * @param token defines the token used to measure the time span\r\n * @returns the time spent (in ns)\r\n */\r\n endTimeQuery(token: _TimeToken): int;\r\n\r\n /**\r\n * Get the performance counter associated with the frame time computation\r\n * @returns the perf counter\r\n */\r\n getGPUFrameTimeCounter(): PerfCounter;\r\n\r\n /**\r\n * Enable or disable the GPU frame time capture\r\n * @param value True to enable, false to disable\r\n */\r\n captureGPUFrameTime(value: boolean): void;\r\n\r\n /** @hidden */\r\n _currentNonTimestampToken: Nullable<_TimeToken>;\r\n /** @hidden */\r\n _captureGPUFrameTime: boolean;\r\n /** @hidden */\r\n _gpuFrameTimeToken: Nullable<_TimeToken>;\r\n /** @hidden */\r\n _gpuFrameTime: PerfCounter;\r\n /** @hidden */\r\n _onBeginFrameObserver: Nullable<Observer<Engine>>;\r\n /** @hidden */\r\n _onEndFrameObserver: Nullable<Observer<Engine>>;\r\n\r\n /** @hidden */\r\n _createTimeQuery(): WebGLQuery;\r\n\r\n /** @hidden */\r\n _deleteTimeQuery(query: WebGLQuery): void;\r\n\r\n /** @hidden */\r\n _getGlAlgorithmType(algorithmType: number): number;\r\n\r\n /** @hidden */\r\n _getTimeQueryResult(query: WebGLQuery): any;\r\n\r\n /** @hidden */\r\n _getTimeQueryAvailability(query: WebGLQuery): any;\r\n }\r\n}\r\n\r\nEngine.prototype.createQuery = function (): OcclusionQuery {\r\n return this._gl.createQuery();\r\n};\r\n\r\nEngine.prototype.deleteQuery = function (query: OcclusionQuery): Engine {\r\n this._gl.deleteQuery(query);\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype.isQueryResultAvailable = function (query: OcclusionQuery): boolean {\r\n return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE) as boolean;\r\n};\r\n\r\nEngine.prototype.getQueryResult = function (query: OcclusionQuery): number {\r\n return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT) as number;\r\n};\r\n\r\nEngine.prototype.beginOcclusionQuery = function (algorithmType: number, query: OcclusionQuery): boolean {\r\n var glAlgorithm = this._getGlAlgorithmType(algorithmType);\r\n this._gl.beginQuery(glAlgorithm, query);\r\n\r\n return true;\r\n};\r\n\r\nEngine.prototype.endOcclusionQuery = function (algorithmType: number): Engine {\r\n var glAlgorithm = this._getGlAlgorithmType(algorithmType);\r\n this._gl.endQuery(glAlgorithm);\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype._createTimeQuery = function (): WebGLQuery {\r\n let timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.createQueryEXT) {\r\n return timerQuery.createQueryEXT();\r\n }\r\n\r\n return this.createQuery();\r\n};\r\n\r\nEngine.prototype._deleteTimeQuery = function (query: WebGLQuery): void {\r\n let timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.deleteQueryEXT) {\r\n timerQuery.deleteQueryEXT(query);\r\n return;\r\n }\r\n\r\n this.deleteQuery(query);\r\n};\r\n\r\nEngine.prototype._getTimeQueryResult = function (query: WebGLQuery): any {\r\n let timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.getQueryObjectEXT) {\r\n return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);\r\n }\r\n return this.getQueryResult(query);\r\n};\r\n\r\nEngine.prototype._getTimeQueryAvailability = function (query: WebGLQuery): any {\r\n let timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.getQueryObjectEXT) {\r\n return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);\r\n }\r\n return this.isQueryResultAvailable(query);\r\n};\r\n\r\nEngine.prototype.startTimeQuery = function (): Nullable<_TimeToken> {\r\n let caps = this.getCaps();\r\n let timerQuery = caps.timerQuery;\r\n if (!timerQuery) {\r\n return null;\r\n }\r\n\r\n let token = new _TimeToken();\r\n this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);\r\n if (caps.canUseTimestampForTimerQuery) {\r\n token._startTimeQuery = this._createTimeQuery();\r\n\r\n timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);\r\n } else {\r\n if (this._currentNonTimestampToken) {\r\n return this._currentNonTimestampToken;\r\n }\r\n\r\n token._timeElapsedQuery = this._createTimeQuery();\r\n if (timerQuery.beginQueryEXT) {\r\n timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);\r\n } else {\r\n this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);\r\n }\r\n\r\n this._currentNonTimestampToken = token;\r\n }\r\n return token;\r\n};\r\n\r\nEngine.prototype.endTimeQuery = function (token: _TimeToken): int {\r\n let caps = this.getCaps();\r\n let timerQuery = caps.timerQuery;\r\n if (!timerQuery || !token) {\r\n return -1;\r\n }\r\n\r\n if (caps.canUseTimestampForTimerQuery) {\r\n if (!token._startTimeQuery) {\r\n return -1;\r\n }\r\n if (!token._endTimeQuery) {\r\n token._endTimeQuery = this._createTimeQuery();\r\n timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);\r\n }\r\n } else if (!token._timeElapsedQueryEnded) {\r\n if (!token._timeElapsedQuery) {\r\n return -1;\r\n }\r\n if (timerQuery.endQueryEXT) {\r\n timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);\r\n } else {\r\n this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);\r\n }\r\n token._timeElapsedQueryEnded = true;\r\n }\r\n\r\n let disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);\r\n let available: boolean = false;\r\n if (token._endTimeQuery) {\r\n available = this._getTimeQueryAvailability(token._endTimeQuery);\r\n } else if (token._timeElapsedQuery) {\r\n available = this._getTimeQueryAvailability(token._timeElapsedQuery);\r\n }\r\n\r\n if (available && !disjoint) {\r\n let result = 0;\r\n if (caps.canUseTimestampForTimerQuery) {\r\n if (!token._startTimeQuery || !token._endTimeQuery) {\r\n return -1;\r\n }\r\n let timeStart = this._getTimeQueryResult(token._startTimeQuery);\r\n let timeEnd = this._getTimeQueryResult(token._endTimeQuery);\r\n\r\n result = timeEnd - timeStart;\r\n this._deleteTimeQuery(token._startTimeQuery);\r\n this._deleteTimeQuery(token._endTimeQuery);\r\n token._startTimeQuery = null;\r\n token._endTimeQuery = null;\r\n } else {\r\n if (!token._timeElapsedQuery) {\r\n return -1;\r\n }\r\n\r\n result = this._getTimeQueryResult(token._timeElapsedQuery);\r\n this._deleteTimeQuery(token._timeElapsedQuery);\r\n token._timeElapsedQuery = null;\r\n token._timeElapsedQueryEnded = false;\r\n this._currentNonTimestampToken = null;\r\n }\r\n return result;\r\n }\r\n\r\n return -1;\r\n};\r\n\r\nEngine.prototype._captureGPUFrameTime = false;\r\nEngine.prototype._gpuFrameTime = new PerfCounter();\r\n\r\nEngine.prototype.getGPUFrameTimeCounter = function () {\r\n return this._gpuFrameTime;\r\n};\r\n\r\nEngine.prototype.captureGPUFrameTime = function (value: boolean) {\r\n if (value === this._captureGPUFrameTime) {\r\n return;\r\n }\r\n\r\n this._captureGPUFrameTime = value;\r\n\r\n if (value) {\r\n this._onBeginFrameObserver = this.onBeginFrameObservable.add(() => {\r\n if (!this._gpuFrameTimeToken) {\r\n this._gpuFrameTimeToken = this.startTimeQuery();\r\n }\r\n });\r\n\r\n this._onEndFrameObserver = this.onEndFrameObservable.add(() => {\r\n if (!this._gpuFrameTimeToken) {\r\n return;\r\n }\r\n let time = this.endTimeQuery(this._gpuFrameTimeToken);\r\n\r\n if (time > -1) {\r\n this._gpuFrameTimeToken = null;\r\n this._gpuFrameTime.fetchNewFrame();\r\n this._gpuFrameTime.addCount(time, true);\r\n }\r\n });\r\n } else {\r\n this.onBeginFrameObservable.remove(this._onBeginFrameObserver);\r\n this._onBeginFrameObserver = null;\r\n this.onEndFrameObservable.remove(this._onEndFrameObserver);\r\n this._onEndFrameObserver = null;\r\n }\r\n};\r\n\r\nEngine.prototype._getGlAlgorithmType = function (algorithmType: number): number {\r\n return algorithmType === AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;\r\n};\r\n\r\ndeclare module \"../../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Backing filed\r\n * @hidden\r\n */\r\n __occlusionDataStorage: _OcclusionDataStorage;\r\n\r\n /**\r\n * Access property\r\n * @hidden\r\n */\r\n _occlusionDataStorage: _OcclusionDataStorage;\r\n\r\n /**\r\n * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decides to show or hide the object.\r\n * The default value is -1 which means don't break the query and wait till the result\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n */\r\n occlusionRetryCount: number;\r\n\r\n /**\r\n * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:\r\n * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query within the Mesh.\r\n * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.\r\n * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n */\r\n occlusionType: number;\r\n\r\n /**\r\n * This property determines the type of occlusion query algorithm to run in WebGl, you can use:\r\n * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.\r\n * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n */\r\n occlusionQueryAlgorithmType: number;\r\n\r\n /**\r\n * Gets or sets whether the mesh is occluded or not, it is used also to set the initial state of the mesh to be occluded or not\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n */\r\n isOccluded: boolean;\r\n\r\n /**\r\n * Flag to check the progress status of the query\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n */\r\n isOcclusionQueryInProgress: boolean;\r\n }\r\n}\r\nObject.defineProperty(AbstractMesh.prototype, \"isOcclusionQueryInProgress\", {\r\n get: function (this: AbstractMesh) {\r\n return this._occlusionDataStorage.isOcclusionQueryInProgress;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._occlusionDataStorage.isOcclusionQueryInProgress = value;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"_occlusionDataStorage\", {\r\n get: function (this: AbstractMesh) {\r\n if (!this.__occlusionDataStorage) {\r\n this.__occlusionDataStorage = new _OcclusionDataStorage();\r\n }\r\n return this.__occlusionDataStorage;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"isOccluded\", {\r\n get: function (this: AbstractMesh) {\r\n return this._occlusionDataStorage.isOccluded;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._occlusionDataStorage.isOccluded = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"occlusionQueryAlgorithmType\", {\r\n get: function (this: AbstractMesh) {\r\n return this._occlusionDataStorage.occlusionQueryAlgorithmType;\r\n },\r\n set: function (this: AbstractMesh, value: number) {\r\n this._occlusionDataStorage.occlusionQueryAlgorithmType = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"occlusionType\", {\r\n get: function (this: AbstractMesh) {\r\n return this._occlusionDataStorage.occlusionType;\r\n },\r\n set: function (this: AbstractMesh, value: number) {\r\n this._occlusionDataStorage.occlusionType = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"occlusionRetryCount\", {\r\n get: function (this: AbstractMesh) {\r\n return this._occlusionDataStorage.occlusionRetryCount;\r\n },\r\n set: function (this: AbstractMesh, value: number) {\r\n this._occlusionDataStorage.occlusionRetryCount = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\n// We also need to update AbstractMesh as there is a portion of the code there\r\nAbstractMesh.prototype._checkOcclusionQuery = function () {\r\n let dataStorage = this._occlusionDataStorage;\r\n\r\n if (dataStorage.occlusionType === AbstractMesh.OCCLUSION_TYPE_NONE) {\r\n dataStorage.isOccluded = false;\r\n return false;\r\n }\r\n\r\n var engine = this.getEngine();\r\n\r\n if (!engine.getCaps().supportOcclusionQuery) {\r\n dataStorage.isOccluded = false;\r\n return false;\r\n }\r\n\r\n if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced\r\n dataStorage.isOccluded = false;\r\n return false;\r\n }\r\n\r\n if (this.isOcclusionQueryInProgress && this._occlusionQuery) {\r\n\r\n var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);\r\n if (isOcclusionQueryAvailable) {\r\n var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);\r\n\r\n dataStorage.isOcclusionQueryInProgress = false;\r\n dataStorage.occlusionInternalRetryCounter = 0;\r\n dataStorage.isOccluded = occlusionQueryResult > 0 ? false : true;\r\n }\r\n else {\r\n\r\n dataStorage.occlusionInternalRetryCounter++;\r\n\r\n if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {\r\n dataStorage.isOcclusionQueryInProgress = false;\r\n dataStorage.occlusionInternalRetryCounter = 0;\r\n\r\n // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)\r\n // if strict continue the last state of the object.\r\n dataStorage.isOccluded = dataStorage.occlusionType === AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;\r\n }\r\n else {\r\n return dataStorage.occlusionType === AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;\r\n }\r\n }\r\n }\r\n\r\n var scene = this.getScene();\r\n if (scene.getBoundingBoxRenderer) {\r\n var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();\r\n\r\n if (this._occlusionQuery === null) {\r\n this._occlusionQuery = engine.createQuery();\r\n }\r\n\r\n if (engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery)) {\r\n occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);\r\n engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);\r\n this._occlusionDataStorage.isOcclusionQueryInProgress = true;\r\n }\r\n }\r\n\r\n return dataStorage.isOccluded;\r\n};\r\n"]}
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+
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{ Nullable, int } from \"../../types\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { _TimeToken } from \"../../Instrumentation/timeToken\";\r\nimport { PerfCounter } from \"../../Misc/perfCounter\";\r\nimport { Observer } from \"../../Misc/observable\";\r\n\r\n/** @hidden */\r\nexport type OcclusionQuery = WebGLQuery | number;\r\n\r\n/** @hidden */\r\nexport class _OcclusionDataStorage {\r\n /** @hidden */\r\n public occlusionInternalRetryCounter = 0;\r\n\r\n /** @hidden */\r\n public isOcclusionQueryInProgress = false;\r\n\r\n /** @hidden */\r\n public isOccluded = false;\r\n\r\n /** @hidden */\r\n public occlusionRetryCount = -1;\r\n\r\n /** @hidden */\r\n public occlusionType = AbstractMesh.OCCLUSION_TYPE_NONE;\r\n\r\n /** @hidden */\r\n public occlusionQueryAlgorithmType = AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;\r\n\r\n /** @hidden */\r\n public forceRenderingWhenOccluded = false;\r\n}\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /**\r\n * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)\r\n * @return the new query\r\n */\r\n createQuery(): OcclusionQuery;\r\n\r\n /**\r\n * Delete and release a webGL query\r\n * @param query defines the query to delete\r\n * @return the current engine\r\n */\r\n deleteQuery(query: OcclusionQuery): Engine;\r\n\r\n /**\r\n * Check if a given query has resolved and got its value\r\n * @param query defines the query to check\r\n * @returns true if the query got its value\r\n */\r\n isQueryResultAvailable(query: OcclusionQuery): boolean;\r\n\r\n /**\r\n * Gets the value of a given query\r\n * @param query defines the query to check\r\n * @returns the value of the query\r\n */\r\n getQueryResult(query: OcclusionQuery): number;\r\n\r\n /**\r\n * Initiates an occlusion query\r\n * @param algorithmType defines the algorithm to use\r\n * @param query defines the query to use\r\n * @returns the current engine\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n */\r\n beginOcclusionQuery(algorithmType: number, query: OcclusionQuery): boolean;\r\n\r\n /**\r\n * Ends an occlusion query\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n * @param algorithmType defines the algorithm to use\r\n * @returns the current engine\r\n */\r\n endOcclusionQuery(algorithmType: number): Engine;\r\n\r\n /**\r\n * Starts a time query (used to measure time spent by the GPU on a specific frame)\r\n * Please note that only one query can be issued at a time\r\n * @returns a time token used to track the time span\r\n */\r\n startTimeQuery(): Nullable<_TimeToken>;\r\n\r\n /**\r\n * Ends a time query\r\n * @param token defines the token used to measure the time span\r\n * @returns the time spent (in ns)\r\n */\r\n endTimeQuery(token: _TimeToken): int;\r\n\r\n /**\r\n * Get the performance counter associated with the frame time computation\r\n * @returns the perf counter\r\n */\r\n getGPUFrameTimeCounter(): PerfCounter;\r\n\r\n /**\r\n * Enable or disable the GPU frame time capture\r\n * @param value True to enable, false to disable\r\n */\r\n captureGPUFrameTime(value: boolean): void;\r\n\r\n /** @hidden */\r\n _currentNonTimestampToken: Nullable<_TimeToken>;\r\n /** @hidden */\r\n _captureGPUFrameTime: boolean;\r\n /** @hidden */\r\n _gpuFrameTimeToken: Nullable<_TimeToken>;\r\n /** @hidden */\r\n _gpuFrameTime: PerfCounter;\r\n /** @hidden */\r\n _onBeginFrameObserver: Nullable<Observer<Engine>>;\r\n /** @hidden */\r\n _onEndFrameObserver: Nullable<Observer<Engine>>;\r\n\r\n /** @hidden */\r\n _createTimeQuery(): WebGLQuery;\r\n\r\n /** @hidden */\r\n _deleteTimeQuery(query: WebGLQuery): void;\r\n\r\n /** @hidden */\r\n _getGlAlgorithmType(algorithmType: number): number;\r\n\r\n /** @hidden */\r\n _getTimeQueryResult(query: WebGLQuery): any;\r\n\r\n /** @hidden */\r\n _getTimeQueryAvailability(query: WebGLQuery): any;\r\n }\r\n}\r\n\r\nEngine.prototype.createQuery = function (): OcclusionQuery {\r\n return this._gl.createQuery();\r\n};\r\n\r\nEngine.prototype.deleteQuery = function (query: OcclusionQuery): Engine {\r\n this._gl.deleteQuery(query);\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype.isQueryResultAvailable = function (query: OcclusionQuery): boolean {\r\n return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE) as boolean;\r\n};\r\n\r\nEngine.prototype.getQueryResult = function (query: OcclusionQuery): number {\r\n return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT) as number;\r\n};\r\n\r\nEngine.prototype.beginOcclusionQuery = function (algorithmType: number, query: OcclusionQuery): boolean {\r\n var glAlgorithm = this._getGlAlgorithmType(algorithmType);\r\n this._gl.beginQuery(glAlgorithm, query);\r\n\r\n return true;\r\n};\r\n\r\nEngine.prototype.endOcclusionQuery = function (algorithmType: number): Engine {\r\n var glAlgorithm = this._getGlAlgorithmType(algorithmType);\r\n this._gl.endQuery(glAlgorithm);\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype._createTimeQuery = function (): WebGLQuery {\r\n let timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.createQueryEXT) {\r\n return timerQuery.createQueryEXT();\r\n }\r\n\r\n return this.createQuery();\r\n};\r\n\r\nEngine.prototype._deleteTimeQuery = function (query: WebGLQuery): void {\r\n let timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.deleteQueryEXT) {\r\n timerQuery.deleteQueryEXT(query);\r\n return;\r\n }\r\n\r\n this.deleteQuery(query);\r\n};\r\n\r\nEngine.prototype._getTimeQueryResult = function (query: WebGLQuery): any {\r\n let timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.getQueryObjectEXT) {\r\n return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);\r\n }\r\n return this.getQueryResult(query);\r\n};\r\n\r\nEngine.prototype._getTimeQueryAvailability = function (query: WebGLQuery): any {\r\n let timerQuery = <EXT_disjoint_timer_query>this.getCaps().timerQuery;\r\n\r\n if (timerQuery.getQueryObjectEXT) {\r\n return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);\r\n }\r\n return this.isQueryResultAvailable(query);\r\n};\r\n\r\nEngine.prototype.startTimeQuery = function (): Nullable<_TimeToken> {\r\n let caps = this.getCaps();\r\n let timerQuery = caps.timerQuery;\r\n if (!timerQuery) {\r\n return null;\r\n }\r\n\r\n let token = new _TimeToken();\r\n this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);\r\n if (caps.canUseTimestampForTimerQuery) {\r\n token._startTimeQuery = this._createTimeQuery();\r\n\r\n timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);\r\n } else {\r\n if (this._currentNonTimestampToken) {\r\n return this._currentNonTimestampToken;\r\n }\r\n\r\n token._timeElapsedQuery = this._createTimeQuery();\r\n if (timerQuery.beginQueryEXT) {\r\n timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);\r\n } else {\r\n this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);\r\n }\r\n\r\n this._currentNonTimestampToken = token;\r\n }\r\n return token;\r\n};\r\n\r\nEngine.prototype.endTimeQuery = function (token: _TimeToken): int {\r\n let caps = this.getCaps();\r\n let timerQuery = caps.timerQuery;\r\n if (!timerQuery || !token) {\r\n return -1;\r\n }\r\n\r\n if (caps.canUseTimestampForTimerQuery) {\r\n if (!token._startTimeQuery) {\r\n return -1;\r\n }\r\n if (!token._endTimeQuery) {\r\n token._endTimeQuery = this._createTimeQuery();\r\n timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);\r\n }\r\n } else if (!token._timeElapsedQueryEnded) {\r\n if (!token._timeElapsedQuery) {\r\n return -1;\r\n }\r\n if (timerQuery.endQueryEXT) {\r\n timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);\r\n } else {\r\n this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);\r\n }\r\n token._timeElapsedQueryEnded = true;\r\n }\r\n\r\n let disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);\r\n let available: boolean = false;\r\n if (token._endTimeQuery) {\r\n available = this._getTimeQueryAvailability(token._endTimeQuery);\r\n } else if (token._timeElapsedQuery) {\r\n available = this._getTimeQueryAvailability(token._timeElapsedQuery);\r\n }\r\n\r\n if (available && !disjoint) {\r\n let result = 0;\r\n if (caps.canUseTimestampForTimerQuery) {\r\n if (!token._startTimeQuery || !token._endTimeQuery) {\r\n return -1;\r\n }\r\n let timeStart = this._getTimeQueryResult(token._startTimeQuery);\r\n let timeEnd = this._getTimeQueryResult(token._endTimeQuery);\r\n\r\n result = timeEnd - timeStart;\r\n this._deleteTimeQuery(token._startTimeQuery);\r\n this._deleteTimeQuery(token._endTimeQuery);\r\n token._startTimeQuery = null;\r\n token._endTimeQuery = null;\r\n } else {\r\n if (!token._timeElapsedQuery) {\r\n return -1;\r\n }\r\n\r\n result = this._getTimeQueryResult(token._timeElapsedQuery);\r\n this._deleteTimeQuery(token._timeElapsedQuery);\r\n token._timeElapsedQuery = null;\r\n token._timeElapsedQueryEnded = false;\r\n this._currentNonTimestampToken = null;\r\n }\r\n return result;\r\n }\r\n\r\n return -1;\r\n};\r\n\r\nEngine.prototype._captureGPUFrameTime = false;\r\nEngine.prototype._gpuFrameTime = new PerfCounter();\r\n\r\nEngine.prototype.getGPUFrameTimeCounter = function () {\r\n return this._gpuFrameTime;\r\n};\r\n\r\nEngine.prototype.captureGPUFrameTime = function (value: boolean) {\r\n if (value === this._captureGPUFrameTime) {\r\n return;\r\n }\r\n\r\n this._captureGPUFrameTime = value;\r\n\r\n if (value) {\r\n this._onBeginFrameObserver = this.onBeginFrameObservable.add(() => {\r\n if (!this._gpuFrameTimeToken) {\r\n this._gpuFrameTimeToken = this.startTimeQuery();\r\n }\r\n });\r\n\r\n this._onEndFrameObserver = this.onEndFrameObservable.add(() => {\r\n if (!this._gpuFrameTimeToken) {\r\n return;\r\n }\r\n let time = this.endTimeQuery(this._gpuFrameTimeToken);\r\n\r\n if (time > -1) {\r\n this._gpuFrameTimeToken = null;\r\n this._gpuFrameTime.fetchNewFrame();\r\n this._gpuFrameTime.addCount(time, true);\r\n }\r\n });\r\n } else {\r\n this.onBeginFrameObservable.remove(this._onBeginFrameObserver);\r\n this._onBeginFrameObserver = null;\r\n this.onEndFrameObservable.remove(this._onEndFrameObserver);\r\n this._onEndFrameObserver = null;\r\n }\r\n};\r\n\r\nEngine.prototype._getGlAlgorithmType = function (algorithmType: number): number {\r\n return algorithmType === AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;\r\n};\r\n\r\ndeclare module \"../../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Backing filed\r\n * @hidden\r\n */\r\n __occlusionDataStorage: _OcclusionDataStorage;\r\n\r\n /**\r\n * Access property\r\n * @hidden\r\n */\r\n _occlusionDataStorage: _OcclusionDataStorage;\r\n\r\n /**\r\n * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decides to show or hide the object.\r\n * The default value is -1 which means don't break the query and wait till the result\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n */\r\n occlusionRetryCount: number;\r\n\r\n /**\r\n * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:\r\n * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query within the Mesh.\r\n * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.\r\n * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n */\r\n occlusionType: number;\r\n\r\n /**\r\n * This property determines the type of occlusion query algorithm to run in WebGl, you can use:\r\n * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.\r\n * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n */\r\n occlusionQueryAlgorithmType: number;\r\n\r\n /**\r\n * Gets or sets whether the mesh is occluded or not, it is used also to set the initial state of the mesh to be occluded or not\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n */\r\n isOccluded: boolean;\r\n\r\n /**\r\n * Flag to check the progress status of the query\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n */\r\n isOcclusionQueryInProgress: boolean;\r\n\r\n /**\r\n * Flag to force rendering the mesh even if occluded\r\n * @see https://doc.babylonjs.com/features/occlusionquery\r\n */\r\n forceRenderingWhenOccluded: boolean;\r\n }\r\n}\r\nObject.defineProperty(AbstractMesh.prototype, \"isOcclusionQueryInProgress\", {\r\n get: function (this: AbstractMesh) {\r\n return this._occlusionDataStorage.isOcclusionQueryInProgress;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._occlusionDataStorage.isOcclusionQueryInProgress = value;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"_occlusionDataStorage\", {\r\n get: function (this: AbstractMesh) {\r\n if (!this.__occlusionDataStorage) {\r\n this.__occlusionDataStorage = new _OcclusionDataStorage();\r\n }\r\n return this.__occlusionDataStorage;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"isOccluded\", {\r\n get: function (this: AbstractMesh) {\r\n return this._occlusionDataStorage.isOccluded;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._occlusionDataStorage.isOccluded = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"occlusionQueryAlgorithmType\", {\r\n get: function (this: AbstractMesh) {\r\n return this._occlusionDataStorage.occlusionQueryAlgorithmType;\r\n },\r\n set: function (this: AbstractMesh, value: number) {\r\n this._occlusionDataStorage.occlusionQueryAlgorithmType = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"occlusionType\", {\r\n get: function (this: AbstractMesh) {\r\n return this._occlusionDataStorage.occlusionType;\r\n },\r\n set: function (this: AbstractMesh, value: number) {\r\n this._occlusionDataStorage.occlusionType = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"occlusionRetryCount\", {\r\n get: function (this: AbstractMesh) {\r\n return this._occlusionDataStorage.occlusionRetryCount;\r\n },\r\n set: function (this: AbstractMesh, value: number) {\r\n this._occlusionDataStorage.occlusionRetryCount = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"forceRenderingWhenOccluded\", {\r\n get: function (this: AbstractMesh) {\r\n return this._occlusionDataStorage.forceRenderingWhenOccluded;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._occlusionDataStorage.forceRenderingWhenOccluded = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n});\r\n\r\n// We also need to update AbstractMesh as there is a portion of the code there\r\nAbstractMesh.prototype._checkOcclusionQuery = function () {\r\n let dataStorage = this._occlusionDataStorage;\r\n\r\n if (dataStorage.occlusionType === AbstractMesh.OCCLUSION_TYPE_NONE) {\r\n dataStorage.isOccluded = false;\r\n return false;\r\n }\r\n\r\n var engine = this.getEngine();\r\n\r\n if (!engine.getCaps().supportOcclusionQuery) {\r\n dataStorage.isOccluded = false;\r\n return false;\r\n }\r\n\r\n if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced\r\n dataStorage.isOccluded = false;\r\n return false;\r\n }\r\n\r\n if (this.isOcclusionQueryInProgress && this._occlusionQuery) {\r\n\r\n var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);\r\n if (isOcclusionQueryAvailable) {\r\n var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);\r\n\r\n dataStorage.isOcclusionQueryInProgress = false;\r\n dataStorage.occlusionInternalRetryCounter = 0;\r\n dataStorage.isOccluded = occlusionQueryResult > 0 ? false : true;\r\n }\r\n else {\r\n\r\n dataStorage.occlusionInternalRetryCounter++;\r\n\r\n if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {\r\n dataStorage.isOcclusionQueryInProgress = false;\r\n dataStorage.occlusionInternalRetryCounter = 0;\r\n\r\n // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)\r\n // if strict continue the last state of the object.\r\n dataStorage.isOccluded = dataStorage.occlusionType === AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;\r\n }\r\n else {\r\n return dataStorage.occlusionType === AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;\r\n }\r\n }\r\n }\r\n\r\n var scene = this.getScene();\r\n if (scene.getBoundingBoxRenderer) {\r\n var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();\r\n\r\n if (this._occlusionQuery === null) {\r\n this._occlusionQuery = engine.createQuery();\r\n }\r\n\r\n if (engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery)) {\r\n occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);\r\n engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);\r\n this._occlusionDataStorage.isOcclusionQueryInProgress = true;\r\n }\r\n }\r\n\r\n return dataStorage.isOccluded;\r\n};\r\n"]}
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@@ -3,6 +3,11 @@ import { RenderTargetCreationOptions, DepthTextureCreationOptions } from "../../
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3
3
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import { Nullable } from "../../types";
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4
4
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import { RenderTargetWrapper } from "../renderTargetWrapper";
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import { TextureSize } from "../../Materials/Textures/textureCreationOptions";
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6
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+
/**
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7
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+
* Type used to define a texture size (either with a number or with a rect width and height)
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8
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* @deprecated please use TextureSize instead
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9
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*/
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10
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+
export declare type RenderTargetTextureSize = TextureSize;
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declare module "../../Engines/thinEngine" {
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interface ThinEngine {
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8
13
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/**
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@@ -1 +1 @@
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1
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-
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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { RenderTargetCreationOptions, DepthTextureCreationOptions } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport { Nullable } from \"../../types\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @hidden */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @hidden */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateDepthBuffer = !!options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = !!options.generateStencilBuffer;\r\n } else {\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n }\r\n\r\n const texture = this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (!texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n let width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options, rtWrapper);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction\r\n );\r\n\r\n internalTexture.format = internalOptions.generateStencil ? 13 : 16;\r\n\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n rtWrapper._depthStencilTextureWithStencil = internalOptions.generateStencil;\r\n\r\n const type = internalOptions.generateStencil ? gl.UNSIGNED_INT_24_8 : gl.UNSIGNED_INT;\r\n const internalFormat = internalOptions.generateStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let sizedFormat = internalFormat;\r\n if (this.webGLVersion > 1) {\r\n sizedFormat = internalOptions.generateStencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, layers, 0, internalFormat, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, 0, internalFormat, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n var gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n if (hardwareTexture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);\r\n hardwareTexture._MSAARenderBuffer = null;\r\n }\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n let framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(rtWrapper.texture.type),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture._MSAARenderBuffer = colorRenderbuffer;\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
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1
|
+
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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { RenderTargetCreationOptions, DepthTextureCreationOptions } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport { Nullable } from \"../../types\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @hidden */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @hidden */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateDepthBuffer = !!options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = !!options.generateStencilBuffer;\r\n } else {\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n }\r\n\r\n const texture = this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (!texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n let width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options, rtWrapper);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction\r\n );\r\n\r\n internalTexture.format = internalOptions.generateStencil ? 13 : 16;\r\n\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n rtWrapper._depthStencilTextureWithStencil = internalOptions.generateStencil;\r\n\r\n const type = internalOptions.generateStencil ? gl.UNSIGNED_INT_24_8 : gl.UNSIGNED_INT;\r\n const internalFormat = internalOptions.generateStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let sizedFormat = internalFormat;\r\n if (this.webGLVersion > 1) {\r\n sizedFormat = internalOptions.generateStencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, layers, 0, internalFormat, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, 0, internalFormat, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n var gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n if (hardwareTexture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);\r\n hardwareTexture._MSAARenderBuffer = null;\r\n }\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n let framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(rtWrapper.texture.type),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture._MSAARenderBuffer = colorRenderbuffer;\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
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@@ -18,10 +18,17 @@ export declare class EngineView {
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}
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declare module "../../Engines/engine" {
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interface Engine {
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/** @hidden */
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_inputElement: Nullable<HTMLElement>;
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/**
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* Gets or sets the HTML element to use for attaching events
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inputElement: Nullable<HTMLElement>;
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/**
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* Observable to handle when a change to inputElement occurs
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* @hidden
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*/
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_onEngineViewChanged?: () => void;
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/**
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* Gets the current engine view
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* @see https://doc.babylonjs.com/how_to/multi_canvases
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@@ -9,6 +9,18 @@ var EngineView = /** @class */ (function () {
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return EngineView;
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}());
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export { EngineView };
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Object.defineProperty(Engine.prototype, "inputElement", {
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get: function () {
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return this._inputElement;
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},
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set: function (value) {
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var _a;
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if (this._inputElement !== value) {
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this._inputElement = value;
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(_a = this._onEngineViewChanged) === null || _a === void 0 ? void 0 : _a.call(this);
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}
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},
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});
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Engine.prototype.getInputElement = function () {
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return this.inputElement || this.getRenderingCanvas();
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};
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@@ -1 +1 @@
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Can help if the scene clear color has alpha < 1 */\r\n clearBeforeCopy?: boolean;\r\n /** Indicates if the view is enabled (true by default) */\r\n enabled: boolean;\r\n /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */\r\n customResize?: (canvas: HTMLCanvasElement) => void;\r\n}\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n\r\n /**\r\n * Gets or sets the HTML element to use for attaching events\r\n */\r\n inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Gets the current engine view\r\n * @see https://doc.babylonjs.com/how_to/multi_canvases\r\n */\r\n activeView: Nullable<EngineView>;\r\n\r\n /** Gets or sets the list of views */\r\n views: EngineView[];\r\n\r\n /**\r\n * Register a new child canvas\r\n * @param canvas defines the canvas to register\r\n * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)\r\n * @param clearBeforeCopy Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1\r\n * @returns the associated view\r\n */\r\n registerView(canvas: HTMLCanvasElement, camera?: Camera, clearBeforeCopy?: boolean): EngineView;\r\n\r\n /**\r\n * Remove a registered child canvas\r\n * @param canvas defines the canvas to remove\r\n * @returns the current engine\r\n */\r\n unRegisterView(canvas: HTMLCanvasElement): Engine;\r\n }\r\n}\r\n\r\nEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this.inputElement || this.getRenderingCanvas();\r\n};\r\n\r\nEngine.prototype.registerView = function (canvas: HTMLCanvasElement, camera?: Camera, clearBeforeCopy?: boolean): EngineView {\r\n if (!this.views) {\r\n this.views = [];\r\n }\r\n\r\n for (var view of this.views) {\r\n if (view.target === canvas) {\r\n return view;\r\n }\r\n }\r\n\r\n let masterCanvas = this.getRenderingCanvas();\r\n if (masterCanvas) {\r\n canvas.width = masterCanvas.width;\r\n canvas.height = masterCanvas.height;\r\n }\r\n\r\n let newView = { target: canvas, camera, clearBeforeCopy, enabled: true };\r\n this.views.push(newView);\r\n\r\n if (camera) {\r\n camera.onDisposeObservable.add(() => {\r\n this.unRegisterView(canvas);\r\n });\r\n }\r\n\r\n return newView;\r\n};\r\n\r\nEngine.prototype.unRegisterView = function (canvas: HTMLCanvasElement): Engine {\r\n if (!this.views) {\r\n return this;\r\n }\r\n\r\n for (var view of this.views) {\r\n if (view.target === canvas) {\r\n let index = this.views.indexOf(view);\r\n\r\n if (index !== -1) {\r\n this.views.splice(index, 1);\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype._renderViews = function () {\r\n if (!this.views) {\r\n return false;\r\n }\r\n\r\n let parent = this.getRenderingCanvas();\r\n\r\n if (!parent) {\r\n return false;\r\n }\r\n\r\n for (var view of this.views) {\r\n if (!view.enabled) {\r\n continue;\r\n }\r\n let canvas = view.target;\r\n let context = canvas.getContext(\"2d\");\r\n if (!context) {\r\n continue;\r\n }\r\n let camera = view.camera;\r\n let previewCamera: Nullable<Camera> = null;\r\n let scene: Nullable<Scene> = null;\r\n if (camera) {\r\n scene = camera.getScene();\r\n\r\n if (scene.activeCameras && scene.activeCameras.length) {\r\n continue;\r\n }\r\n\r\n this.activeView = view;\r\n\r\n previewCamera = scene.activeCamera;\r\n scene.activeCamera = camera;\r\n }\r\n\r\n if (view.customResize) {\r\n view.customResize(canvas);\r\n }\r\n else {\r\n // Set sizes\r\n const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);\r\n const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);\r\n\r\n const dimsChanged =\r\n width !== canvas.width || parent.width !== canvas.width ||\r\n height !== canvas.height || parent.height !== canvas.height;\r\n if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {\r\n canvas.width = width;\r\n canvas.height = height;\r\n this.setSize(width, height);\r\n }\r\n }\r\n\r\n if (!parent.width || !parent.height) {\r\n return false;\r\n }\r\n\r\n // Render the frame\r\n this._renderFrame();\r\n\r\n this.flushFramebuffer();\r\n\r\n // Copy to target\r\n if (view.clearBeforeCopy) {\r\n context.clearRect(0, 0, parent.width, parent.height);\r\n }\r\n context.drawImage(parent, 0, 0);\r\n\r\n // Restore\r\n if (previewCamera && scene) {\r\n scene.activeCamera = previewCamera;\r\n }\r\n }\r\n\r\n this.activeView = null;\r\n\r\n return true;\r\n};\r\n"]}
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Can help if the scene clear color has alpha < 1 */\r\n clearBeforeCopy?: boolean;\r\n /** Indicates if the view is enabled (true by default) */\r\n enabled: boolean;\r\n /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */\r\n customResize?: (canvas: HTMLCanvasElement) => void;\r\n}\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /** @hidden */\r\n _inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Gets or sets the HTML element to use for attaching events\r\n */\r\n inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Observable to handle when a change to inputElement occurs\r\n * @hidden\r\n */\r\n _onEngineViewChanged?: () => void;\r\n\r\n /**\r\n * Gets the current engine view\r\n * @see https://doc.babylonjs.com/how_to/multi_canvases\r\n */\r\n activeView: Nullable<EngineView>;\r\n\r\n /** Gets or sets the list of views */\r\n views: EngineView[];\r\n\r\n /**\r\n * Register a new child canvas\r\n * @param canvas defines the canvas to register\r\n * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)\r\n * @param clearBeforeCopy Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1\r\n * @returns the associated view\r\n */\r\n registerView(canvas: HTMLCanvasElement, camera?: Camera, clearBeforeCopy?: boolean): EngineView;\r\n\r\n /**\r\n * Remove a registered child canvas\r\n * @param canvas defines the canvas to remove\r\n * @returns the current engine\r\n */\r\n unRegisterView(canvas: HTMLCanvasElement): Engine;\r\n }\r\n}\r\n\r\nObject.defineProperty(Engine.prototype, \"inputElement\", {\r\n get: function (this: Engine) {\r\n return this._inputElement;\r\n },\r\n set: function (this: Engine, value: HTMLElement) {\r\n if (this._inputElement !== value) {\r\n this._inputElement = value;\r\n this._onEngineViewChanged?.();\r\n }\r\n },\r\n});\r\n\r\nEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this.inputElement || this.getRenderingCanvas();\r\n};\r\n\r\nEngine.prototype.registerView = function (canvas: HTMLCanvasElement, camera?: Camera, clearBeforeCopy?: boolean): EngineView {\r\n if (!this.views) {\r\n this.views = [];\r\n }\r\n\r\n for (var view of this.views) {\r\n if (view.target === canvas) {\r\n return view;\r\n }\r\n }\r\n\r\n let masterCanvas = this.getRenderingCanvas();\r\n if (masterCanvas) {\r\n canvas.width = masterCanvas.width;\r\n canvas.height = masterCanvas.height;\r\n }\r\n\r\n let newView = { target: canvas, camera, clearBeforeCopy, enabled: true };\r\n this.views.push(newView);\r\n\r\n if (camera) {\r\n camera.onDisposeObservable.add(() => {\r\n this.unRegisterView(canvas);\r\n });\r\n }\r\n\r\n return newView;\r\n};\r\n\r\nEngine.prototype.unRegisterView = function (canvas: HTMLCanvasElement): Engine {\r\n if (!this.views) {\r\n return this;\r\n }\r\n\r\n for (var view of this.views) {\r\n if (view.target === canvas) {\r\n let index = this.views.indexOf(view);\r\n\r\n if (index !== -1) {\r\n this.views.splice(index, 1);\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype._renderViews = function () {\r\n if (!this.views) {\r\n return false;\r\n }\r\n\r\n let parent = this.getRenderingCanvas();\r\n\r\n if (!parent) {\r\n return false;\r\n }\r\n\r\n for (var view of this.views) {\r\n if (!view.enabled) {\r\n continue;\r\n }\r\n let canvas = view.target;\r\n let context = canvas.getContext(\"2d\");\r\n if (!context) {\r\n continue;\r\n }\r\n let camera = view.camera;\r\n let previewCamera: Nullable<Camera> = null;\r\n let scene: Nullable<Scene> = null;\r\n if (camera) {\r\n scene = camera.getScene();\r\n\r\n if (scene.activeCameras && scene.activeCameras.length) {\r\n continue;\r\n }\r\n\r\n this.activeView = view;\r\n\r\n previewCamera = scene.activeCamera;\r\n scene.activeCamera = camera;\r\n }\r\n\r\n if (view.customResize) {\r\n view.customResize(canvas);\r\n }\r\n else {\r\n // Set sizes\r\n const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);\r\n const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);\r\n\r\n const dimsChanged =\r\n width !== canvas.width || parent.width !== canvas.width ||\r\n height !== canvas.height || parent.height !== canvas.height;\r\n if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {\r\n canvas.width = width;\r\n canvas.height = height;\r\n this.setSize(width, height);\r\n }\r\n }\r\n\r\n if (!parent.width || !parent.height) {\r\n return false;\r\n }\r\n\r\n // Render the frame\r\n this._renderFrame();\r\n\r\n this.flushFramebuffer();\r\n\r\n // Copy to target\r\n if (view.clearBeforeCopy) {\r\n context.clearRect(0, 0, parent.width, parent.height);\r\n }\r\n context.drawImage(parent, 0, 0);\r\n\r\n // Restore\r\n if (previewCamera && scene) {\r\n scene.activeCamera = previewCamera;\r\n }\r\n }\r\n\r\n this.activeView = null;\r\n\r\n return true;\r\n};\r\n"]}
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import { INativeInput } from "../../DeviceInput/
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import { INativeInput } from "../../DeviceInput/InputDevices/inputInterfaces";
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import { InternalTexture } from "../../Materials/Textures/internalTexture";
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import { Nullable } from "../../types";
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import { ICanvas, IImage } from "../ICanvas";
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@@ -12,7 +12,7 @@ export interface INativeEngine {
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recordIndexBuffer(vertexArray: NativeData, indexBuffer: NativeData): void;
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updateDynamicIndexBuffer(buffer: NativeData, bytes: ArrayBuffer, byteOffset: number, byteLength: number, startIndex: number): void;
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createVertexBuffer(bytes: ArrayBuffer, byteOffset: number, byteLength: number, dynamic: boolean): NativeData;
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recordVertexBuffer(vertexArray: NativeData, vertexBuffer: NativeData, location: number, byteOffset: number, byteStride: number, numElements: number, type: number, normalized: boolean): void;
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recordVertexBuffer(vertexArray: NativeData, vertexBuffer: NativeData, location: number, byteOffset: number, byteStride: number, numElements: number, type: number, normalized: boolean, instanceDivisor: number): void;
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updateDynamicVertexBuffer(vertexBuffer: NativeData, bytes: ArrayBuffer, byteOffset: number, byteLength: number): void;
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createProgram(vertexShader: string, fragmentShader: string): any;
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@@ -20,6 +20,7 @@ export interface INativeEngine {
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createTexture(): WebGLTexture;
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loadTexture(texture: WebGLTexture, data: ArrayBufferView, generateMips: boolean, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;
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loadRawTexture(texture: WebGLTexture, data: ArrayBufferView, width: number, height: number, format: number, generateMips: boolean, invertY: boolean): void;
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loadRawTexture2DArray(texture: WebGLTexture, data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean): void;
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loadCubeTexture(texture: WebGLTexture, data: Array<ArrayBufferView>, generateMips: boolean, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;
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loadCubeTextureWithMips(texture: WebGLTexture, data: Array<Array<ArrayBufferView>>, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;
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getTextureWidth(texture: WebGLTexture): number;
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{"version":3,"file":"nativeInterfaces.js","sourceRoot":"","sources":["../../../../sourceES6/core/Engines/Native/nativeInterfaces.ts"],"names":[],"mappings":"","sourcesContent":["import { INativeInput } from \"../../DeviceInput/Interfaces/inputInterfaces\";\r\nimport { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Nullable } from \"../../types\";\r\nimport { ICanvas, IImage } from \"../ICanvas\";\r\nimport { NativeData, NativeDataStream } from \"./nativeDataStream\";\r\n\r\n/** @hidden */\r\nexport interface INativeEngine {\r\n dispose(): void;\r\n\r\n requestAnimationFrame(callback: () => void): void;\r\n\r\n createVertexArray(): NativeData;\r\n\r\n createIndexBuffer(bytes: ArrayBuffer, byteOffset: number, byteLength: number, is32Bits: boolean, dynamic: boolean): NativeData;\r\n recordIndexBuffer(vertexArray: NativeData, indexBuffer: NativeData): void;\r\n updateDynamicIndexBuffer(buffer: NativeData, bytes: ArrayBuffer, byteOffset: number, byteLength: number, startIndex: number): void;\r\n\r\n createVertexBuffer(bytes: ArrayBuffer, byteOffset: number, byteLength: number, dynamic: boolean): NativeData;\r\n recordVertexBuffer(vertexArray: NativeData, vertexBuffer: NativeData, location: number, byteOffset: number, byteStride: number, numElements: number, type: number, normalized: boolean): void;\r\n updateDynamicVertexBuffer(vertexBuffer: NativeData, bytes: ArrayBuffer, byteOffset: number, byteLength: number): void;\r\n\r\n createProgram(vertexShader: string, fragmentShader: string): any;\r\n getUniforms(shaderProgram: any, uniformsNames: string[]): WebGLUniformLocation[];\r\n getAttributes(shaderProgram: any, attributeNames: string[]): number[];\r\n\r\n createTexture(): WebGLTexture;\r\n loadTexture(texture: WebGLTexture, data: ArrayBufferView, generateMips: boolean, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;\r\n loadRawTexture(texture: WebGLTexture, data: ArrayBufferView, width: number, height: number, format: number, generateMips: boolean, invertY: boolean): void;\r\n loadCubeTexture(texture: WebGLTexture, data: Array<ArrayBufferView>, generateMips: boolean, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;\r\n loadCubeTextureWithMips(texture: WebGLTexture, data: Array<Array<ArrayBufferView>>, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;\r\n getTextureWidth(texture: WebGLTexture): number;\r\n getTextureHeight(texture: WebGLTexture): number;\r\n copyTexture(desination: Nullable<WebGLTexture>, source: Nullable<WebGLTexture>): void;\r\n deleteTexture(texture: Nullable<WebGLTexture>): void;\r\n\r\n createImageBitmap(data: ArrayBufferView): ImageBitmap;\r\n resizeImageBitmap(image: ImageBitmap, bufferWidth: number, bufferHeight: number): Uint8Array;\r\n\r\n createFrameBuffer(texture: WebGLTexture, width: number, height: number, format: number, generateStencilBuffer: boolean, generateDepthBuffer: boolean, generateMips: boolean): WebGLFramebuffer;\r\n\r\n getRenderWidth(): number;\r\n getRenderHeight(): number;\r\n getHardwareScalingLevel(): number;\r\n setHardwareScalingLevel(level: number): void;\r\n\r\n setViewPort(x: number, y: number, width: number, height: number): void;\r\n\r\n setCommandDataStream(dataStream: NativeDataStream): void;\r\n submitCommands(): void;\r\n}\r\n\r\n/** @hidden */\r\ninterface INativeEngineConstructor {\r\n prototype: INativeEngine;\r\n new(): INativeEngine;\r\n\r\n readonly PROTOCOL_VERSION: number;\r\n\r\n readonly TEXTURE_NEAREST_NEAREST: number;\r\n readonly TEXTURE_LINEAR_LINEAR: number;\r\n readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;\r\n readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;\r\n readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;\r\n readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;\r\n readonly TEXTURE_NEAREST_LINEAR: number;\r\n readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;\r\n readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;\r\n readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;\r\n readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;\r\n readonly TEXTURE_LINEAR_NEAREST: number;\r\n\r\n readonly DEPTH_TEST_LESS: number;\r\n readonly DEPTH_TEST_LEQUAL: number;\r\n readonly DEPTH_TEST_EQUAL: number;\r\n readonly DEPTH_TEST_GEQUAL: number;\r\n readonly DEPTH_TEST_GREATER: number;\r\n readonly DEPTH_TEST_NOTEQUAL: number;\r\n readonly DEPTH_TEST_NEVER: number;\r\n readonly DEPTH_TEST_ALWAYS: number;\r\n\r\n readonly ADDRESS_MODE_WRAP: number;\r\n readonly ADDRESS_MODE_MIRROR: number;\r\n readonly ADDRESS_MODE_CLAMP: number;\r\n readonly ADDRESS_MODE_BORDER: number;\r\n readonly ADDRESS_MODE_MIRROR_ONCE: number;\r\n\r\n readonly TEXTURE_FORMAT_RGB8: number;\r\n readonly TEXTURE_FORMAT_RGBA8: number;\r\n readonly TEXTURE_FORMAT_RGBA32F: number;\r\n\r\n readonly ATTRIB_TYPE_INT8: number;\r\n readonly ATTRIB_TYPE_UINT8: number;\r\n readonly ATTRIB_TYPE_INT16: number;\r\n readonly ATTRIB_TYPE_UINT16: number;\r\n readonly ATTRIB_TYPE_FLOAT: number;\r\n\r\n readonly ALPHA_DISABLE: number;\r\n readonly ALPHA_ADD: number;\r\n readonly ALPHA_COMBINE: number;\r\n readonly ALPHA_SUBTRACT: number;\r\n readonly ALPHA_MULTIPLY: number;\r\n readonly ALPHA_MAXIMIZED: number;\r\n readonly ALPHA_ONEONE: number;\r\n readonly ALPHA_PREMULTIPLIED: number;\r\n readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;\r\n readonly ALPHA_INTERPOLATE: number;\r\n readonly ALPHA_SCREENMODE: number;\r\n\r\n readonly STENCIL_TEST_LESS: number;\r\n readonly STENCIL_TEST_LEQUAL: number;\r\n readonly STENCIL_TEST_EQUAL: number;\r\n readonly STENCIL_TEST_GEQUAL: number;\r\n readonly STENCIL_TEST_GREATER: number;\r\n readonly STENCIL_TEST_NOTEQUAL: number;\r\n readonly STENCIL_TEST_NEVER: number;\r\n readonly STENCIL_TEST_ALWAYS: number;\r\n\r\n readonly STENCIL_OP_FAIL_S_ZERO: number;\r\n readonly STENCIL_OP_FAIL_S_KEEP: number;\r\n readonly STENCIL_OP_FAIL_S_REPLACE: number;\r\n readonly STENCIL_OP_FAIL_S_INCR: number;\r\n readonly STENCIL_OP_FAIL_S_INCRSAT: number;\r\n readonly STENCIL_OP_FAIL_S_DECR: number;\r\n readonly STENCIL_OP_FAIL_S_DECRSAT: number;\r\n readonly STENCIL_OP_FAIL_S_INVERT: number;\r\n\r\n readonly STENCIL_OP_FAIL_Z_ZERO: number;\r\n readonly STENCIL_OP_FAIL_Z_KEEP: number;\r\n readonly STENCIL_OP_FAIL_Z_REPLACE: number;\r\n readonly STENCIL_OP_FAIL_Z_INCR: number;\r\n readonly STENCIL_OP_FAIL_Z_INCRSAT: number;\r\n readonly STENCIL_OP_FAIL_Z_DECR: number;\r\n readonly STENCIL_OP_FAIL_Z_DECRSAT: number;\r\n readonly STENCIL_OP_FAIL_Z_INVERT: number;\r\n\r\n readonly STENCIL_OP_PASS_Z_ZERO: number;\r\n readonly STENCIL_OP_PASS_Z_KEEP: number;\r\n readonly STENCIL_OP_PASS_Z_REPLACE: number;\r\n readonly STENCIL_OP_PASS_Z_INCR: number;\r\n readonly STENCIL_OP_PASS_Z_INCRSAT: number;\r\n readonly STENCIL_OP_PASS_Z_DECR: number;\r\n readonly STENCIL_OP_PASS_Z_DECRSAT: number;\r\n readonly STENCIL_OP_PASS_Z_INVERT: number;\r\n\r\n readonly COMMAND_DELETEVERTEXARRAY: NativeData;\r\n readonly COMMAND_DELETEINDEXBUFFER: NativeData;\r\n readonly COMMAND_DELETEVERTEXBUFFER: NativeData;\r\n readonly COMMAND_SETPROGRAM: NativeData;\r\n readonly COMMAND_SETMATRIX: NativeData;\r\n readonly COMMAND_SETMATRIX3X3: NativeData;\r\n readonly COMMAND_SETMATRIX2X2: NativeData;\r\n readonly COMMAND_SETMATRICES: NativeData;\r\n readonly COMMAND_SETINT: NativeData;\r\n readonly COMMAND_SETINTARRAY: NativeData;\r\n readonly COMMAND_SETINTARRAY2: NativeData;\r\n readonly COMMAND_SETINTARRAY3: NativeData;\r\n readonly COMMAND_SETINTARRAY4: NativeData;\r\n readonly COMMAND_SETFLOATARRAY: NativeData;\r\n readonly COMMAND_SETFLOATARRAY2: NativeData;\r\n readonly COMMAND_SETFLOATARRAY3: NativeData;\r\n readonly COMMAND_SETFLOATARRAY4: NativeData;\r\n readonly COMMAND_SETTEXTURESAMPLING: NativeData;\r\n readonly COMMAND_SETTEXTUREWRAPMODE: NativeData;\r\n readonly COMMAND_SETTEXTUREANISOTROPICLEVEL: NativeData;\r\n readonly COMMAND_SETTEXTURE: NativeData;\r\n readonly COMMAND_BINDVERTEXARRAY: NativeData;\r\n readonly COMMAND_SETSTATE: NativeData;\r\n readonly COMMAND_DELETEPROGRAM: NativeData;\r\n readonly COMMAND_SETZOFFSET: NativeData;\r\n readonly COMMAND_SETZOFFSETUNITS: NativeData;\r\n readonly COMMAND_SETDEPTHTEST: NativeData;\r\n readonly COMMAND_SETDEPTHWRITE: NativeData;\r\n readonly COMMAND_SETCOLORWRITE: NativeData;\r\n readonly COMMAND_SETBLENDMODE: NativeData;\r\n readonly COMMAND_SETFLOAT: NativeData;\r\n readonly COMMAND_SETFLOAT2: NativeData;\r\n readonly COMMAND_SETFLOAT3: NativeData;\r\n readonly COMMAND_SETFLOAT4: NativeData;\r\n readonly COMMAND_BINDFRAMEBUFFER: NativeData;\r\n readonly COMMAND_UNBINDFRAMEBUFFER: NativeData;\r\n readonly COMMAND_DELETEFRAMEBUFFER: NativeData;\r\n readonly COMMAND_DRAWINDEXED: NativeData;\r\n readonly COMMAND_DRAW: NativeData;\r\n readonly COMMAND_CLEAR: NativeData;\r\n readonly COMMAND_SETSTENCIL: NativeData;\r\n}\r\n\r\n/** @hidden */\r\nexport interface INativeCamera {\r\n createVideo(constraints: MediaTrackConstraints): any;\r\n updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;\r\n}\r\n\r\n/** @hidden */\r\ninterface INativeCameraConstructor {\r\n prototype: INativeCamera;\r\n new(): INativeCamera;\r\n}\r\n\r\n/** @hidden */\r\ninterface INativeCanvasConstructor {\r\n prototype: ICanvas;\r\n new(): ICanvas;\r\n\r\n loadTTFAsync(fontName: string, buffer: ArrayBuffer): void;\r\n}\r\n\r\n/** @hidden */\r\ninterface INativeImageConstructor {\r\n prototype: IImage;\r\n new(): IImage;\r\n}\r\n\r\n/** @hidden */\r\ninterface IDeviceInputSystemConstructor {\r\n prototype: INativeInput;\r\n new(): INativeInput;\r\n}\r\n\r\n/** @hidden */\r\nexport interface INativeDataStream {\r\n writeBuffer(buffer: ArrayBuffer, length: number): void;\r\n}\r\n\r\n/** @hidden */\r\ninterface INativeDataStreamConstructor {\r\n prototype: INativeDataStream;\r\n new(requestFlushCallback: () => void): INativeDataStream;\r\n\r\n readonly VALIDATION_ENABLED: boolean;\r\n readonly VALIDATION_UINT_32: number;\r\n readonly VALIDATION_INT_32: number;\r\n readonly VALIDATION_FLOAT_32: number;\r\n readonly VALIDATION_UINT_32_ARRAY: number;\r\n readonly VALIDATION_INT_32_ARRAY: number;\r\n readonly VALIDATION_FLOAT_32_ARRAY: number;\r\n readonly VALIDATION_NATIVE_DATA: number;\r\n readonly VALIDATION_BOOLEAN: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface INative {\r\n Engine: INativeEngineConstructor;\r\n Camera: INativeCameraConstructor;\r\n Canvas: INativeCanvasConstructor;\r\n Image: INativeImageConstructor;\r\n XMLHttpRequest: any; // TODO: how to do this?\r\n DeviceInputSystem: IDeviceInputSystemConstructor;\r\n NativeDataStream: INativeDataStreamConstructor;\r\n}\r\n"]}
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{"version":3,"file":"nativeInterfaces.js","sourceRoot":"","sources":["../../../../sourceES6/core/Engines/Native/nativeInterfaces.ts"],"names":[],"mappings":"","sourcesContent":["import { INativeInput } from \"../../DeviceInput/InputDevices/inputInterfaces\";\r\nimport { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Nullable } from \"../../types\";\r\nimport { ICanvas, IImage } from \"../ICanvas\";\r\nimport { NativeData, NativeDataStream } from \"./nativeDataStream\";\r\n\r\n/** @hidden */\r\nexport interface INativeEngine {\r\n dispose(): void;\r\n\r\n requestAnimationFrame(callback: () => void): void;\r\n\r\n createVertexArray(): NativeData;\r\n\r\n createIndexBuffer(bytes: ArrayBuffer, byteOffset: number, byteLength: number, is32Bits: boolean, dynamic: boolean): NativeData;\r\n recordIndexBuffer(vertexArray: NativeData, indexBuffer: NativeData): void;\r\n updateDynamicIndexBuffer(buffer: NativeData, bytes: ArrayBuffer, byteOffset: number, byteLength: number, startIndex: number): void;\r\n\r\n createVertexBuffer(bytes: ArrayBuffer, byteOffset: number, byteLength: number, dynamic: boolean): NativeData;\r\n recordVertexBuffer(vertexArray: NativeData, vertexBuffer: NativeData, location: number, byteOffset: number, byteStride: number, numElements: number, type: number, normalized: boolean, instanceDivisor: number): void;\r\n updateDynamicVertexBuffer(vertexBuffer: NativeData, bytes: ArrayBuffer, byteOffset: number, byteLength: number): void;\r\n\r\n createProgram(vertexShader: string, fragmentShader: string): any;\r\n getUniforms(shaderProgram: any, uniformsNames: string[]): WebGLUniformLocation[];\r\n getAttributes(shaderProgram: any, attributeNames: string[]): number[];\r\n\r\n createTexture(): WebGLTexture;\r\n loadTexture(texture: WebGLTexture, data: ArrayBufferView, generateMips: boolean, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;\r\n loadRawTexture(texture: WebGLTexture, data: ArrayBufferView, width: number, height: number, format: number, generateMips: boolean, invertY: boolean): void;\r\n loadRawTexture2DArray(texture: WebGLTexture, data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean): void;\r\n loadCubeTexture(texture: WebGLTexture, data: Array<ArrayBufferView>, generateMips: boolean, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;\r\n loadCubeTextureWithMips(texture: WebGLTexture, data: Array<Array<ArrayBufferView>>, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;\r\n getTextureWidth(texture: WebGLTexture): number;\r\n getTextureHeight(texture: WebGLTexture): number;\r\n copyTexture(desination: Nullable<WebGLTexture>, source: Nullable<WebGLTexture>): void;\r\n deleteTexture(texture: Nullable<WebGLTexture>): void;\r\n\r\n createImageBitmap(data: ArrayBufferView): ImageBitmap;\r\n resizeImageBitmap(image: ImageBitmap, bufferWidth: number, bufferHeight: number): Uint8Array;\r\n\r\n createFrameBuffer(texture: WebGLTexture, width: number, height: number, format: number, generateStencilBuffer: boolean, generateDepthBuffer: boolean, generateMips: boolean): WebGLFramebuffer;\r\n\r\n getRenderWidth(): number;\r\n getRenderHeight(): number;\r\n getHardwareScalingLevel(): number;\r\n setHardwareScalingLevel(level: number): void;\r\n\r\n setViewPort(x: number, y: number, width: number, height: number): void;\r\n\r\n setCommandDataStream(dataStream: NativeDataStream): void;\r\n submitCommands(): void;\r\n}\r\n\r\n/** @hidden */\r\ninterface INativeEngineConstructor {\r\n prototype: INativeEngine;\r\n new(): INativeEngine;\r\n\r\n readonly PROTOCOL_VERSION: number;\r\n\r\n readonly TEXTURE_NEAREST_NEAREST: number;\r\n readonly TEXTURE_LINEAR_LINEAR: number;\r\n readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;\r\n readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;\r\n readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;\r\n readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;\r\n readonly TEXTURE_NEAREST_LINEAR: number;\r\n readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;\r\n readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;\r\n readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;\r\n readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;\r\n readonly TEXTURE_LINEAR_NEAREST: number;\r\n\r\n readonly DEPTH_TEST_LESS: number;\r\n readonly DEPTH_TEST_LEQUAL: number;\r\n readonly DEPTH_TEST_EQUAL: number;\r\n readonly DEPTH_TEST_GEQUAL: number;\r\n readonly DEPTH_TEST_GREATER: number;\r\n readonly DEPTH_TEST_NOTEQUAL: number;\r\n readonly DEPTH_TEST_NEVER: number;\r\n readonly DEPTH_TEST_ALWAYS: number;\r\n\r\n readonly ADDRESS_MODE_WRAP: number;\r\n readonly ADDRESS_MODE_MIRROR: number;\r\n readonly ADDRESS_MODE_CLAMP: number;\r\n readonly ADDRESS_MODE_BORDER: number;\r\n readonly ADDRESS_MODE_MIRROR_ONCE: number;\r\n\r\n readonly TEXTURE_FORMAT_RGB8: number;\r\n readonly TEXTURE_FORMAT_RGBA8: number;\r\n readonly TEXTURE_FORMAT_RGBA32F: number;\r\n\r\n readonly ATTRIB_TYPE_INT8: number;\r\n readonly ATTRIB_TYPE_UINT8: number;\r\n readonly ATTRIB_TYPE_INT16: number;\r\n readonly ATTRIB_TYPE_UINT16: number;\r\n readonly ATTRIB_TYPE_FLOAT: number;\r\n\r\n readonly ALPHA_DISABLE: number;\r\n readonly ALPHA_ADD: number;\r\n readonly ALPHA_COMBINE: number;\r\n readonly ALPHA_SUBTRACT: number;\r\n readonly ALPHA_MULTIPLY: number;\r\n readonly ALPHA_MAXIMIZED: number;\r\n readonly ALPHA_ONEONE: number;\r\n readonly ALPHA_PREMULTIPLIED: number;\r\n readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;\r\n readonly ALPHA_INTERPOLATE: number;\r\n readonly ALPHA_SCREENMODE: number;\r\n\r\n readonly STENCIL_TEST_LESS: number;\r\n readonly STENCIL_TEST_LEQUAL: number;\r\n readonly STENCIL_TEST_EQUAL: number;\r\n readonly STENCIL_TEST_GEQUAL: number;\r\n readonly STENCIL_TEST_GREATER: number;\r\n readonly STENCIL_TEST_NOTEQUAL: number;\r\n readonly STENCIL_TEST_NEVER: number;\r\n readonly STENCIL_TEST_ALWAYS: number;\r\n\r\n readonly STENCIL_OP_FAIL_S_ZERO: number;\r\n readonly STENCIL_OP_FAIL_S_KEEP: number;\r\n readonly STENCIL_OP_FAIL_S_REPLACE: number;\r\n readonly STENCIL_OP_FAIL_S_INCR: number;\r\n readonly STENCIL_OP_FAIL_S_INCRSAT: number;\r\n readonly STENCIL_OP_FAIL_S_DECR: number;\r\n readonly STENCIL_OP_FAIL_S_DECRSAT: number;\r\n readonly STENCIL_OP_FAIL_S_INVERT: number;\r\n\r\n readonly STENCIL_OP_FAIL_Z_ZERO: number;\r\n readonly STENCIL_OP_FAIL_Z_KEEP: number;\r\n readonly STENCIL_OP_FAIL_Z_REPLACE: number;\r\n readonly STENCIL_OP_FAIL_Z_INCR: number;\r\n readonly STENCIL_OP_FAIL_Z_INCRSAT: number;\r\n readonly STENCIL_OP_FAIL_Z_DECR: number;\r\n readonly STENCIL_OP_FAIL_Z_DECRSAT: number;\r\n readonly STENCIL_OP_FAIL_Z_INVERT: number;\r\n\r\n readonly STENCIL_OP_PASS_Z_ZERO: number;\r\n readonly STENCIL_OP_PASS_Z_KEEP: number;\r\n readonly STENCIL_OP_PASS_Z_REPLACE: number;\r\n readonly STENCIL_OP_PASS_Z_INCR: number;\r\n readonly STENCIL_OP_PASS_Z_INCRSAT: number;\r\n readonly STENCIL_OP_PASS_Z_DECR: number;\r\n readonly STENCIL_OP_PASS_Z_DECRSAT: number;\r\n readonly STENCIL_OP_PASS_Z_INVERT: number;\r\n\r\n readonly COMMAND_DELETEVERTEXARRAY: NativeData;\r\n readonly COMMAND_DELETEINDEXBUFFER: NativeData;\r\n readonly COMMAND_DELETEVERTEXBUFFER: NativeData;\r\n readonly COMMAND_SETPROGRAM: NativeData;\r\n readonly COMMAND_SETMATRIX: NativeData;\r\n readonly COMMAND_SETMATRIX3X3: NativeData;\r\n readonly COMMAND_SETMATRIX2X2: NativeData;\r\n readonly COMMAND_SETMATRICES: NativeData;\r\n readonly COMMAND_SETINT: NativeData;\r\n readonly COMMAND_SETINTARRAY: NativeData;\r\n readonly COMMAND_SETINTARRAY2: NativeData;\r\n readonly COMMAND_SETINTARRAY3: NativeData;\r\n readonly COMMAND_SETINTARRAY4: NativeData;\r\n readonly COMMAND_SETFLOATARRAY: NativeData;\r\n readonly COMMAND_SETFLOATARRAY2: NativeData;\r\n readonly COMMAND_SETFLOATARRAY3: NativeData;\r\n readonly COMMAND_SETFLOATARRAY4: NativeData;\r\n readonly COMMAND_SETTEXTURESAMPLING: NativeData;\r\n readonly COMMAND_SETTEXTUREWRAPMODE: NativeData;\r\n readonly COMMAND_SETTEXTUREANISOTROPICLEVEL: NativeData;\r\n readonly COMMAND_SETTEXTURE: NativeData;\r\n readonly COMMAND_BINDVERTEXARRAY: NativeData;\r\n readonly COMMAND_SETSTATE: NativeData;\r\n readonly COMMAND_DELETEPROGRAM: NativeData;\r\n readonly COMMAND_SETZOFFSET: NativeData;\r\n readonly COMMAND_SETZOFFSETUNITS: NativeData;\r\n readonly COMMAND_SETDEPTHTEST: NativeData;\r\n readonly COMMAND_SETDEPTHWRITE: NativeData;\r\n readonly COMMAND_SETCOLORWRITE: NativeData;\r\n readonly COMMAND_SETBLENDMODE: NativeData;\r\n readonly COMMAND_SETFLOAT: NativeData;\r\n readonly COMMAND_SETFLOAT2: NativeData;\r\n readonly COMMAND_SETFLOAT3: NativeData;\r\n readonly COMMAND_SETFLOAT4: NativeData;\r\n readonly COMMAND_BINDFRAMEBUFFER: NativeData;\r\n readonly COMMAND_UNBINDFRAMEBUFFER: NativeData;\r\n readonly COMMAND_DELETEFRAMEBUFFER: NativeData;\r\n readonly COMMAND_DRAWINDEXED: NativeData;\r\n readonly COMMAND_DRAW: NativeData;\r\n readonly COMMAND_CLEAR: NativeData;\r\n readonly COMMAND_SETSTENCIL: NativeData;\r\n}\r\n\r\n/** @hidden */\r\nexport interface INativeCamera {\r\n createVideo(constraints: MediaTrackConstraints): any;\r\n updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;\r\n}\r\n\r\n/** @hidden */\r\ninterface INativeCameraConstructor {\r\n prototype: INativeCamera;\r\n new(): INativeCamera;\r\n}\r\n\r\n/** @hidden */\r\ninterface INativeCanvasConstructor {\r\n prototype: ICanvas;\r\n new(): ICanvas;\r\n\r\n loadTTFAsync(fontName: string, buffer: ArrayBuffer): void;\r\n}\r\n\r\n/** @hidden */\r\ninterface INativeImageConstructor {\r\n prototype: IImage;\r\n new(): IImage;\r\n}\r\n\r\n/** @hidden */\r\ninterface IDeviceInputSystemConstructor {\r\n prototype: INativeInput;\r\n new(): INativeInput;\r\n}\r\n\r\n/** @hidden */\r\nexport interface INativeDataStream {\r\n writeBuffer(buffer: ArrayBuffer, length: number): void;\r\n}\r\n\r\n/** @hidden */\r\ninterface INativeDataStreamConstructor {\r\n prototype: INativeDataStream;\r\n new(requestFlushCallback: () => void): INativeDataStream;\r\n\r\n readonly VALIDATION_ENABLED: boolean;\r\n readonly VALIDATION_UINT_32: number;\r\n readonly VALIDATION_INT_32: number;\r\n readonly VALIDATION_FLOAT_32: number;\r\n readonly VALIDATION_UINT_32_ARRAY: number;\r\n readonly VALIDATION_INT_32_ARRAY: number;\r\n readonly VALIDATION_FLOAT_32_ARRAY: number;\r\n readonly VALIDATION_NATIVE_DATA: number;\r\n readonly VALIDATION_BOOLEAN: number;\r\n}\r\n\r\n/** @hidden */\r\nexport interface INative {\r\n Engine: INativeEngineConstructor;\r\n Camera: INativeCameraConstructor;\r\n Canvas: INativeCanvasConstructor;\r\n Image: INativeImageConstructor;\r\n XMLHttpRequest: any; // TODO: how to do this?\r\n DeviceInputSystem: IDeviceInputSystemConstructor;\r\n NativeDataStream: INativeDataStreamConstructor;\r\n}\r\n"]}
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@@ -15,7 +15,7 @@ var ShaderDefineExpression = /** @class */ (function () {
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else {
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stack.push("("
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stack.push("(".concat(v2).concat(c).concat(v1, ")"));
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-
{"version":3,"file":"shaderDefineExpression.js","sourceRoot":"","sources":["../../../../../sourceES6/core/Engines/Processors/Expressions/shaderDefineExpression.ts"],"names":[],"mappings":"AAAA,cAAc;AACd;IAAA;IAgGA,CAAC;IA/FU,uCAAM,GAAb,UAAc,aAAwC;QAClD,OAAO,IAAI,CAAC;IAChB,CAAC;IAWa,qCAAc,GAA5B,UAA6B,OAAiB;QAC1C,IAAM,KAAK,GAAa,EAAE,CAAC;QAE3B,KAAc,UAAO,EAAP,mBAAO,EAAP,qBAAO,EAAP,IAAO,EAAE;YAAlB,IAAI,CAAC,gBAAA;YACN,IAAI,sBAAsB,CAAC,iBAAiB,CAAC,CAAC,CAAC,KAAK,SAAS,EAAE;gBAC3D,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;aACjB;iBAAM;gBACH,IAAM,EAAE,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,EAC9B,EAAE,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;gBAEjC,KAAK,CAAC,MAAM,IAAI,CAAC,CAAC;gBAClB,KAAK,CAAC,IAAI,CAAC,
|
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1
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+
{"version":3,"file":"shaderDefineExpression.js","sourceRoot":"","sources":["../../../../../sourceES6/core/Engines/Processors/Expressions/shaderDefineExpression.ts"],"names":[],"mappings":"AAAA,cAAc;AACd;IAAA;IAgGA,CAAC;IA/FU,uCAAM,GAAb,UAAc,aAAwC;QAClD,OAAO,IAAI,CAAC;IAChB,CAAC;IAWa,qCAAc,GAA5B,UAA6B,OAAiB;QAC1C,IAAM,KAAK,GAAa,EAAE,CAAC;QAE3B,KAAc,UAAO,EAAP,mBAAO,EAAP,qBAAO,EAAP,IAAO,EAAE;YAAlB,IAAI,CAAC,gBAAA;YACN,IAAI,sBAAsB,CAAC,iBAAiB,CAAC,CAAC,CAAC,KAAK,SAAS,EAAE;gBAC3D,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;aACjB;iBAAM;gBACH,IAAM,EAAE,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,EAC9B,EAAE,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;gBAEjC,KAAK,CAAC,MAAM,IAAI,CAAC,CAAC;gBAClB,KAAK,CAAC,IAAI,CAAC,WAAI,EAAE,SAAG,CAAC,SAAG,EAAE,MAAG,CAAC,CAAC;aAClC;SACJ;QAED,OAAO,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;IACnC,CAAC;IAEa,qCAAc,GAA5B,UAA6B,KAAa;QACtC,IAAM,MAAM,GAAa,EAAE,CAAC;QAE5B,IAAI,QAAQ,GAAG,CAAC,CAAC,CAAC;QAElB,IAAM,WAAW,GAAG;YAChB,OAAO,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;YACzB,IAAI,OAAO,KAAK,EAAE,EAAE;gBAChB,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;gBACrB,OAAO,GAAG,EAAE,CAAC;aAChB;QACL,CAAC,CAAC;QAEF,IAAM,IAAI,GAAG,UAAC,CAAS;YACnB,IAAI,QAAQ,GAAG,sBAAsB,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE;gBACrD,sBAAsB,CAAC,MAAM,CAAC,EAAE,QAAQ,CAAC,GAAG,CAAC,CAAC;aACjD;QACL,CAAC,CAAC;QAEF,IAAM,IAAI,GAAG,cAAM,OAAA,sBAAsB,CAAC,MAAM,CAAC,QAAQ,CAAC,EAAvC,CAAuC,CAAC;QAE3D,IAAM,GAAG,GAAG,cAAM,OAAA,QAAQ,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,wBAAwB,CAAC,CAAC,CAAC,sBAAsB,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,EAAtF,CAAsF,CAAC;QAEzG,IAAI,GAAG,GAAG,CAAC,EACP,OAAO,GAAG,EAAE,CAAC;QAEjB,OAAO,GAAG,GAAG,KAAK,CAAC,MAAM,EAAE;YACvB,IAAM,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,GAAG,CAAC,EACvB,KAAK,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;YAE/D,IAAI,CAAC,KAAK,GAAG,EAAE;gBACX,OAAO,GAAG,EAAE,CAAC;gBACb,IAAI,CAAC,CAAC,CAAC,CAAC;aACX;iBAAM,IAAI,CAAC,KAAK,GAAG,EAAE;gBAClB,WAAW,EAAE,CAAC;gBACd,OAAO,QAAQ,KAAK,CAAC,CAAC,IAAI,IAAI,EAAE,KAAK,GAAG,EAAE;oBACtC,MAAM,CAAC,IAAI,CAAC,GAAG,EAAE,CAAC,CAAC;iBACtB;gBACD,GAAG,EAAE,CAAC;aACT;iBAAM,IAAI,sBAAsB,CAAC,iBAAiB,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE;gBAC5D,WAAW,EAAE,CAAC;gBACd,OAAO,QAAQ,KAAK,CAAC,CAAC,IAAI,sBAAsB,CAAC,iBAAiB,CAAC,IAAI,EAAE,CAAC,IAAI,sBAAsB,CAAC,iBAAiB,CAAC,KAAK,CAAC,EAAE;oBAC3H,MAAM,CAAC,IAAI,CAAC,GAAG,EAAE,CAAC,CAAC;iBACtB;gBACD,IAAI,CAAC,KAAK,CAAC,CAAC;gBACZ,GAAG,EAAE,CAAC;aACT;iBAAM;gBACH,OAAO,IAAI,CAAC,CAAC;aAChB;YACD,GAAG,EAAE,CAAC;SACT;QAED,WAAW,EAAE,CAAC;QAEd,OAAO,QAAQ,KAAK,CAAC,CAAC,EAAE;YACpB,IAAI,IAAI,EAAE,KAAK,GAAG,EAAE;gBAChB,GAAG,EAAE,CAAC;aACT;iBAAM;gBACH,MAAM,CAAC,IAAI,CAAC,GAAG,EAAE,CAAC,CAAC;aACtB;SACJ;QAED,OAAO,MAAM,CAAC;IAClB,CAAC;IA1Fc,wCAAiB,GAA+B;QAC3D,GAAG,EAAE,CAAC;QACN,GAAG,EAAE,CAAC;QACN,IAAI,EAAE,CAAC;QACP,IAAI,EAAE,CAAC;KACV,CAAC;IAEa,6BAAM,GAAG,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;IAoF7G,6BAAC;CAAA,AAhGD,IAgGC;SAhGY,sBAAsB","sourcesContent":["/** @hidden */\r\nexport class ShaderDefineExpression {\r\n public isTrue(preprocessors: { [key: string]: string }): boolean {\r\n return true;\r\n }\r\n\r\n private static _OperatorPriority: { [name: string]: number } = {\r\n \")\": 0,\r\n \"(\": 1,\r\n \"||\": 2,\r\n \"&&\": 3,\r\n };\r\n\r\n private static _Stack = ['', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', ''];\r\n\r\n public static postfixToInfix(postfix: string[]): string {\r\n const stack: string[] = [];\r\n\r\n for (let c of postfix) {\r\n if (ShaderDefineExpression._OperatorPriority[c] === undefined) {\r\n stack.push(c);\r\n } else {\r\n const v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n stack.push(`(${v2}${c}${v1})`);\r\n }\r\n }\r\n\r\n return stack[stack.length - 1];\r\n }\r\n\r\n public static infixToPostfix(infix: string): string[] {\r\n const result: string[] = [];\r\n\r\n let stackIdx = -1;\r\n\r\n const pushOperand = () => {\r\n operand = operand.trim();\r\n if (operand !== '') {\r\n result.push(operand);\r\n operand = '';\r\n }\r\n };\r\n\r\n const push = (s: string) => {\r\n if (stackIdx < ShaderDefineExpression._Stack.length - 1) {\r\n ShaderDefineExpression._Stack[++stackIdx] = s;\r\n }\r\n };\r\n\r\n const peek = () => ShaderDefineExpression._Stack[stackIdx];\r\n\r\n const pop = () => stackIdx === -1 ? '!!INVALID EXPRESSION!!' : ShaderDefineExpression._Stack[stackIdx--];\r\n\r\n let idx = 0,\r\n operand = '';\r\n\r\n while (idx < infix.length) {\r\n const c = infix.charAt(idx),\r\n token = idx < infix.length - 1 ? infix.substr(idx, 2) : '';\r\n\r\n if (c === '(') {\r\n operand = '';\r\n push(c);\r\n } else if (c === ')') {\r\n pushOperand();\r\n while (stackIdx !== -1 && peek() !== '(') {\r\n result.push(pop());\r\n }\r\n pop();\r\n } else if (ShaderDefineExpression._OperatorPriority[token] > 1) {\r\n pushOperand();\r\n while (stackIdx !== -1 && ShaderDefineExpression._OperatorPriority[peek()] >= ShaderDefineExpression._OperatorPriority[token]) {\r\n result.push(pop());\r\n }\r\n push(token);\r\n idx++;\r\n } else {\r\n operand += c;\r\n }\r\n idx++;\r\n }\r\n\r\n pushOperand();\r\n\r\n while (stackIdx !== -1) {\r\n if (peek() === '(') {\r\n pop();\r\n } else {\r\n result.push(pop());\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n}"]}
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@@ -30,7 +30,7 @@ var ShaderCodeInliner = /** @class */ (function () {
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*/
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ShaderCodeInliner.prototype.processCode = function () {
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console.log("Start inlining process (code size="
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console.log("Start inlining process (code size=".concat(this._sourceCode.length, ")..."));
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@@ -49,7 +49,7 @@ var ShaderCodeInliner = /** @class */ (function () {
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var funcParamsStartIndex = this._sourceCode.indexOf("(", inlineTokenIndex + this.inlineToken.length);
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console.warn("Could not find the opening parenthesis after the token. startIndex=".concat(startIndex));
|
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@@ -57,7 +57,7 @@ var ShaderCodeInliner = /** @class */ (function () {
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var funcNameMatch = ShaderCodeInliner._RegexpFindFunctionNameAndType.exec(this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex));
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console.warn("Could not extract the name/type of the function from: "
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console.warn("Could not extract the name/type of the function from: ".concat(this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex)));
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continue;
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@@ -67,7 +67,7 @@ var ShaderCodeInliner = /** @class */ (function () {
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var funcParamsEndIndex = ExtractBetweenMarkers('(', ')', this._sourceCode, funcParamsStartIndex);
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console.warn("Could not extract the parameters the function '"
|
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+
console.warn("Could not extract the parameters the function '".concat(funcName, "' (type=").concat(funcType, "). funcParamsStartIndex=").concat(funcParamsStartIndex));
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@@ -77,7 +77,7 @@ var ShaderCodeInliner = /** @class */ (function () {
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+
console.warn("Could not extract the body of the function '".concat(funcName, "' (type=").concat(funcType, "). funcParamsEndIndex=").concat(funcParamsEndIndex));
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@@ -85,7 +85,7 @@ var ShaderCodeInliner = /** @class */ (function () {
|
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|
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+
console.warn("Could not extract the body of the function '".concat(funcName, "' (type=").concat(funcType, "). funcBodyStartIndex=").concat(funcBodyStartIndex));
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91
|
continue;
|
|
@@ -121,7 +121,7 @@ var ShaderCodeInliner = /** @class */ (function () {
|
|
|
121
121
|
startIndex -= funcBodyEndIndex + 1 - inlineTokenIndex;
|
|
122
122
|
}
|
|
123
123
|
if (this.debug) {
|
|
124
|
-
console.log("Collect functions: "
|
|
124
|
+
console.log("Collect functions: ".concat(this._functionDescr.length, " functions found. functionDescr="), this._functionDescr);
|
|
125
125
|
}
|
|
126
126
|
};
|
|
127
127
|
ShaderCodeInliner.prototype._processInlining = function (numMaxIterations) {
|
|
@@ -132,7 +132,7 @@ var ShaderCodeInliner = /** @class */ (function () {
|
|
|
132
132
|
}
|
|
133
133
|
}
|
|
134
134
|
if (this.debug) {
|
|
135
|
-
console.log("numMaxIterations is "
|
|
135
|
+
console.log("numMaxIterations is ".concat(numMaxIterations, " after inlining process"));
|
|
136
136
|
}
|
|
137
137
|
return numMaxIterations >= 0;
|
|
138
138
|
};
|
|
@@ -163,7 +163,7 @@ var ShaderCodeInliner = /** @class */ (function () {
|
|
|
163
163
|
var callParamsEndIndex = ExtractBetweenMarkers('(', ')', this._sourceCode, callParamsStartIndex);
|
|
164
164
|
if (callParamsEndIndex < 0) {
|
|
165
165
|
if (this.debug) {
|
|
166
|
-
console.warn("Could not extract the parameters of the function call. Function '"
|
|
166
|
+
console.warn("Could not extract the parameters of the function call. Function '".concat(name_1, "' (type=").concat(type, "). callParamsStartIndex=").concat(callParamsStartIndex));
|
|
167
167
|
}
|
|
168
168
|
startIndex = functionCallIndex + name_1.length;
|
|
169
169
|
continue;
|
|
@@ -197,7 +197,7 @@ var ShaderCodeInliner = /** @class */ (function () {
|
|
|
197
197
|
var params = splitParameterCall(RemoveComments(callParams));
|
|
198
198
|
if (params === null) {
|
|
199
199
|
if (this.debug) {
|
|
200
|
-
console.warn("Invalid function call: can't extract the parameters of the function call. Function '"
|
|
200
|
+
console.warn("Invalid function call: can't extract the parameters of the function call. Function '".concat(name_1, "' (type=").concat(type, "). callParamsStartIndex=").concat(callParamsStartIndex, ", callParams=") + callParams);
|
|
201
201
|
}
|
|
202
202
|
startIndex = functionCallIndex + name_1.length;
|
|
203
203
|
continue;
|
|
@@ -213,7 +213,7 @@ var ShaderCodeInliner = /** @class */ (function () {
|
|
|
213
213
|
}
|
|
214
214
|
if (paramNames.length !== parameters.length) {
|
|
215
215
|
if (this.debug) {
|
|
216
|
-
console.warn("Invalid function call: not the same number of parameters for the call than the number expected by the function. Function '"
|
|
216
|
+
console.warn("Invalid function call: not the same number of parameters for the call than the number expected by the function. Function '".concat(name_1, "' (type=").concat(type, "). function parameters=").concat(parameters, ", call parameters=").concat(paramNames));
|
|
217
217
|
}
|
|
218
218
|
startIndex = functionCallIndex + name_1.length;
|
|
219
219
|
continue;
|
|
@@ -233,7 +233,7 @@ var ShaderCodeInliner = /** @class */ (function () {
|
|
|
233
233
|
var partBetween = this._sourceCode.substring(injectDeclarationIndex + 1, functionCallIndex);
|
|
234
234
|
this._sourceCode = partBefore + type + " " + retParamName + ";\n" + funcBody + "\n" + partBetween + retParamName + partAfter;
|
|
235
235
|
if (this.debug) {
|
|
236
|
-
console.log("Replace function call by code. Function '"
|
|
236
|
+
console.log("Replace function call by code. Function '".concat(name_1, "' (type=").concat(type, "). injectDeclarationIndex=").concat(injectDeclarationIndex, ", call parameters=").concat(paramNames));
|
|
237
237
|
}
|
|
238
238
|
}
|
|
239
239
|
else {
|
|
@@ -241,7 +241,7 @@ var ShaderCodeInliner = /** @class */ (function () {
|
|
|
241
241
|
this._sourceCode = partBefore + funcBody + partAfter;
|
|
242
242
|
startIndex += funcBody.length - (callParamsEndIndex + 1 - functionCallIndex);
|
|
243
243
|
if (this.debug) {
|
|
244
|
-
console.log("Replace function call by code. Function '"
|
|
244
|
+
console.log("Replace function call by code. Function '".concat(name_1, "' (type=").concat(type, "). functionCallIndex=").concat(functionCallIndex, ", call parameters=").concat(paramNames));
|
|
245
245
|
}
|
|
246
246
|
}
|
|
247
247
|
doAgain = true;
|