@babylonjs/core 5.0.0-beta.5 → 5.0.0-beta.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (263) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +5 -1
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Audio/analyser.d.ts +2 -1
  5. package/Audio/analyser.js +5 -0
  6. package/Audio/analyser.js.map +1 -1
  7. package/Audio/audioSceneComponent.d.ts +1 -1
  8. package/Audio/audioSceneComponent.js +5 -0
  9. package/Audio/audioSceneComponent.js.map +1 -1
  10. package/Audio/sound.d.ts +1 -1
  11. package/Audio/sound.js +5 -0
  12. package/Audio/sound.js.map +1 -1
  13. package/Audio/soundTrack.d.ts +2 -1
  14. package/Audio/soundTrack.js +5 -0
  15. package/Audio/soundTrack.js.map +1 -1
  16. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  17. package/BakedVertexAnimation/bakedVertexAnimationManager.js +5 -0
  18. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  19. package/Buffers/buffer.d.ts +4 -0
  20. package/Buffers/buffer.js +11 -1
  21. package/Buffers/buffer.js.map +1 -1
  22. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -0
  23. package/Cameras/Inputs/freeCameraMouseInput.js +6 -3
  24. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  25. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
  26. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  27. package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
  28. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  29. package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
  30. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  31. package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
  32. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  33. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
  34. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  35. package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
  36. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  37. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
  38. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  39. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
  40. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  41. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
  42. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  43. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
  44. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  45. package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
  46. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  47. package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
  48. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  49. package/Cameras/VR/vrExperienceHelper.d.ts +1 -0
  50. package/Cameras/VR/vrExperienceHelper.js +1 -0
  51. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  52. package/Cameras/VR/webVRCamera.d.ts +2 -1
  53. package/Cameras/VR/webVRCamera.js +3 -2
  54. package/Cameras/VR/webVRCamera.js.map +1 -1
  55. package/Cameras/arcRotateCamera.d.ts +1 -1
  56. package/Cameras/arcRotateCamera.js.map +1 -1
  57. package/Cameras/camera.d.ts +1 -1
  58. package/Cameras/camera.js.map +1 -1
  59. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  60. package/Cameras/deviceOrientationCamera.js.map +1 -1
  61. package/Cameras/flyCamera.d.ts +1 -1
  62. package/Cameras/flyCamera.js.map +1 -1
  63. package/Cameras/followCamera.d.ts +1 -1
  64. package/Cameras/followCamera.js.map +1 -1
  65. package/Cameras/freeCamera.d.ts +1 -1
  66. package/Cameras/freeCamera.js.map +1 -1
  67. package/Cameras/gamepadCamera.d.ts +1 -1
  68. package/Cameras/gamepadCamera.js.map +1 -1
  69. package/Cameras/targetCamera.d.ts +1 -1
  70. package/Cameras/targetCamera.js.map +1 -1
  71. package/Cameras/touchCamera.d.ts +1 -1
  72. package/Cameras/touchCamera.js.map +1 -1
  73. package/Cameras/universalCamera.d.ts +1 -1
  74. package/Cameras/universalCamera.js.map +1 -1
  75. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  76. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  77. package/Collisions/collider.d.ts +1 -1
  78. package/Collisions/collider.js +48 -2
  79. package/Collisions/collider.js.map +1 -1
  80. package/Culling/Octrees/octreeSceneComponent.d.ts +1 -1
  81. package/Culling/Octrees/octreeSceneComponent.js +5 -0
  82. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  83. package/Debug/axesViewer.d.ts +1 -1
  84. package/Debug/axesViewer.js +5 -0
  85. package/Debug/axesViewer.js.map +1 -1
  86. package/Debug/debugLayer.d.ts +1 -1
  87. package/Debug/debugLayer.js +5 -1
  88. package/Debug/debugLayer.js.map +1 -1
  89. package/Debug/physicsViewer.d.ts +1 -1
  90. package/Debug/physicsViewer.js +3 -0
  91. package/Debug/physicsViewer.js.map +1 -1
  92. package/DeviceInput/InputDevices/webDeviceInputSystem.js +11 -13
  93. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -1
  94. package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
  95. package/Engines/Extensions/engine.cubeTexture.js +4 -1
  96. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  97. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  98. package/Engines/Native/nativeInterfaces.js.map +1 -1
  99. package/Engines/engine.d.ts +1 -0
  100. package/Engines/engineCapabilities.d.ts +2 -0
  101. package/Engines/engineCapabilities.js.map +1 -1
  102. package/Engines/nativeEngine.js +3 -2
  103. package/Engines/nativeEngine.js.map +1 -1
  104. package/Engines/nullEngine.js +2 -1
  105. package/Engines/nullEngine.js.map +1 -1
  106. package/Engines/thinEngine.js +4 -3
  107. package/Engines/thinEngine.js.map +1 -1
  108. package/Engines/webgpuEngine.js +2 -1
  109. package/Engines/webgpuEngine.js.map +1 -1
  110. package/Gamepads/Controllers/oculusTouchController.js +2 -2
  111. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  112. package/Gamepads/Controllers/webVRController.d.ts +1 -0
  113. package/Gamepads/Controllers/webVRController.js +1 -0
  114. package/Gamepads/Controllers/webVRController.js.map +1 -1
  115. package/Helpers/sceneHelpers.d.ts +1 -0
  116. package/Helpers/sceneHelpers.js.map +1 -1
  117. package/Inputs/scene.inputManager.d.ts +1 -1
  118. package/Inputs/scene.inputManager.js +5 -1
  119. package/Inputs/scene.inputManager.js.map +1 -1
  120. package/Layers/effectLayer.d.ts +1 -1
  121. package/Layers/effectLayer.js +1 -1
  122. package/Layers/effectLayer.js.map +1 -1
  123. package/Layers/effectLayerSceneComponent.d.ts +1 -1
  124. package/Layers/effectLayerSceneComponent.js +7 -3
  125. package/Layers/effectLayerSceneComponent.js.map +1 -1
  126. package/Layers/glowLayer.d.ts +1 -1
  127. package/Layers/glowLayer.js.map +1 -1
  128. package/Layers/highlightLayer.d.ts +1 -1
  129. package/Layers/highlightLayer.js +2 -1
  130. package/Layers/highlightLayer.js.map +1 -1
  131. package/Layers/layerSceneComponent.d.ts +1 -1
  132. package/Layers/layerSceneComponent.js +7 -3
  133. package/Layers/layerSceneComponent.js.map +1 -1
  134. package/Loading/Plugins/babylonFileLoader.js +1 -1
  135. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  136. package/Materials/Background/backgroundMaterial.d.ts +1 -1
  137. package/Materials/Background/backgroundMaterial.js.map +1 -1
  138. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +2 -2
  139. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  140. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +2 -2
  141. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  142. package/Materials/Node/Blocks/Dual/textureBlock.js +2 -2
  143. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  144. package/Materials/Node/nodeMaterial.js +2 -1
  145. package/Materials/Node/nodeMaterial.js.map +1 -1
  146. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -1
  147. package/Materials/PBR/pbrBaseMaterial.js +2 -1
  148. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  149. package/Materials/PBR/pbrBaseSimpleMaterial.d.ts +1 -1
  150. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  151. package/Materials/PBR/pbrMaterial.d.ts +1 -1
  152. package/Materials/PBR/pbrMaterial.js +1 -1
  153. package/Materials/PBR/pbrMaterial.js.map +1 -1
  154. package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +1 -1
  155. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  156. package/Materials/PBR/pbrSpecularGlossinessMaterial.d.ts +1 -1
  157. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  158. package/Materials/Textures/Loaders/ddsTextureLoader.js +8 -1
  159. package/Materials/Textures/Loaders/ddsTextureLoader.js.map +1 -1
  160. package/Materials/Textures/Loaders/ktxTextureLoader.js +1 -1
  161. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  162. package/Materials/Textures/MultiviewRenderTarget.d.ts +1 -1
  163. package/Materials/Textures/MultiviewRenderTarget.js +1 -1
  164. package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
  165. package/Materials/Textures/baseTexture.d.ts +1 -1
  166. package/Materials/Textures/baseTexture.js.map +1 -1
  167. package/Materials/Textures/mirrorTexture.d.ts +2 -2
  168. package/Materials/Textures/mirrorTexture.js +5 -1
  169. package/Materials/Textures/mirrorTexture.js.map +1 -1
  170. package/Materials/Textures/multiRenderTarget.d.ts +1 -1
  171. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  172. package/Materials/Textures/prePassRenderTarget.d.ts +1 -1
  173. package/Materials/Textures/prePassRenderTarget.js.map +1 -1
  174. package/Materials/Textures/refractionTexture.d.ts +1 -1
  175. package/Materials/Textures/refractionTexture.js +2 -2
  176. package/Materials/Textures/refractionTexture.js.map +1 -1
  177. package/Materials/Textures/renderTargetTexture.d.ts +1 -1
  178. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  179. package/Materials/Textures/texture.d.ts +1 -1
  180. package/Materials/Textures/texture.js.map +1 -1
  181. package/Materials/material.d.ts +1 -1
  182. package/Materials/material.js +7 -2
  183. package/Materials/material.js.map +1 -1
  184. package/Materials/materialHelper.js +3 -0
  185. package/Materials/materialHelper.js.map +1 -1
  186. package/Materials/multiMaterial.d.ts +1 -1
  187. package/Materials/multiMaterial.js +1 -1
  188. package/Materials/multiMaterial.js.map +1 -1
  189. package/Materials/pushMaterial.d.ts +1 -1
  190. package/Materials/pushMaterial.js.map +1 -1
  191. package/Materials/shaderMaterial.js +7 -3
  192. package/Materials/shaderMaterial.js.map +1 -1
  193. package/Materials/shadowDepthWrapper.d.ts +1 -1
  194. package/Materials/shadowDepthWrapper.js +2 -2
  195. package/Materials/shadowDepthWrapper.js.map +1 -1
  196. package/Materials/standardMaterial.d.ts +2 -1
  197. package/Materials/standardMaterial.js +4 -0
  198. package/Materials/standardMaterial.js.map +1 -1
  199. package/Maths/math.vector.d.ts +4 -2
  200. package/Maths/math.vector.js +30 -28
  201. package/Maths/math.vector.js.map +1 -1
  202. package/Meshes/abstractMesh.js +4 -2
  203. package/Meshes/abstractMesh.js.map +1 -1
  204. package/Meshes/geometry.d.ts +1 -1
  205. package/Meshes/geometry.js +7 -3
  206. package/Meshes/geometry.js.map +1 -1
  207. package/Meshes/groundMesh.d.ts +1 -1
  208. package/Meshes/groundMesh.js.map +1 -1
  209. package/Meshes/polygonMesh.js +2 -2
  210. package/Meshes/polygonMesh.js.map +1 -1
  211. package/Meshes/subMesh.js +1 -2
  212. package/Meshes/subMesh.js.map +1 -1
  213. package/Meshes/subMesh.project.js +1 -2
  214. package/Meshes/subMesh.project.js.map +1 -1
  215. package/Meshes/thinInstanceMesh.js +5 -0
  216. package/Meshes/thinInstanceMesh.js.map +1 -1
  217. package/Meshes/trailMesh.d.ts +1 -1
  218. package/Meshes/trailMesh.js.map +1 -1
  219. package/Meshes/transformNode.js +40 -13
  220. package/Meshes/transformNode.js.map +1 -1
  221. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.d.ts +5 -0
  222. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +13 -2
  223. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  224. package/Misc/assetsManager.d.ts +1 -1
  225. package/Misc/assetsManager.js +2 -1
  226. package/Misc/assetsManager.js.map +1 -1
  227. package/Misc/brdfTextureTools.js +4 -1
  228. package/Misc/brdfTextureTools.js.map +1 -1
  229. package/Misc/dds.js +7 -0
  230. package/Misc/dds.js.map +1 -1
  231. package/Shaders/ShadersInclude/instancesDeclaration.js +1 -1
  232. package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
  233. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +1 -1
  234. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  235. package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js +1 -1
  236. package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
  237. package/Shaders/color.fragment.js +1 -1
  238. package/Shaders/color.fragment.js.map +1 -1
  239. package/Shaders/color.vertex.js +1 -1
  240. package/Shaders/color.vertex.js.map +1 -1
  241. package/Shaders/default.fragment.js +1 -1
  242. package/Shaders/default.fragment.js.map +1 -1
  243. package/Shaders/default.vertex.js +1 -1
  244. package/Shaders/default.vertex.js.map +1 -1
  245. package/Shaders/pbr.vertex.js +1 -1
  246. package/Shaders/pbr.vertex.js.map +1 -1
  247. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +1 -1
  248. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  249. package/Sprites/spriteManager.js +4 -4
  250. package/Sprites/spriteManager.js.map +1 -1
  251. package/XR/features/WebXRHandTracking.js +3 -3
  252. package/XR/features/WebXRHandTracking.js.map +1 -1
  253. package/XR/webXRDefaultExperience.js +3 -0
  254. package/XR/webXRDefaultExperience.js.map +1 -1
  255. package/XR/webXRExperienceHelper.js +3 -2
  256. package/XR/webXRExperienceHelper.js.map +1 -1
  257. package/XR/webXRSessionManager.d.ts +1 -0
  258. package/XR/webXRSessionManager.js +6 -1
  259. package/XR/webXRSessionManager.js.map +1 -1
  260. package/assetContainer.d.ts +1 -1
  261. package/assetContainer.js +4 -0
  262. package/assetContainer.js.map +1 -1
  263. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"baseTexture.js","sourceRoot":"","sources":["../../../../sourceES6/core/Materials/Textures/baseTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3F,OAAO,EAAY,UAAU,EAAE,MAAM,uBAAuB,CAAC;AAG7D,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AACjD,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAIxD,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAE7C,OAAO,sBAAsB,CAAC;AAE9B,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAK5C;;;;GAIG;AACH;IAAiC,+BAAW;IA8cxC;;;;;;OAMG;IACH,qBAAY,aAA2C;QAAvD,YACI,kBAAM,IAAI,CAAC,SAqBd;QAxdD;;WAEG;QAEI,cAAQ,GAAQ,IAAI,CAAC;QAE5B;;WAEG;QACI,uBAAiB,GAAQ,IAAI,CAAC;QAG7B,eAAS,GAAG,KAAK,CAAC;QAoBlB,sBAAgB,GAAG,KAAK,CAAC;QAoBjC;;;WAGG;QAEI,WAAK,GAAG,CAAC,CAAC;QAGP,uBAAiB,GAAG,CAAC,CAAC;QAsBtB,sBAAgB,GAAG,CAAC,CAAC;QA+D/B;;;;;;UAME;QAEK,WAAK,GAAG,CAAC,CAAC;QAEjB;;;;WAIG;QAEI,+BAAyB,GAAG,WAAW,CAAC,mCAAmC,CAAC;QAE3E,aAAO,GAAG,KAAK,CAAC;QA6DhB,iBAAW,GAAG,IAAI,CAAC;QA8C3B;;WAEG;QAEI,aAAO,GAAG,KAAK,CAAC;QASvB;;WAEG;QAEI,qBAAe,GAAG,KAAK,CAAC;QA0D/B;;WAEG;QAEI,oBAAc,GAAG,KAAK,CAAC;QAY9B,cAAc;QACP,kBAAY,GAAY,KAAK,CAAC;QACrC,cAAc;QACP,qBAAe,GAAY,KAAK,CAAC;QAkBxC;;WAEG;QACI,gBAAU,GAAG,IAAI,KAAK,EAAa,CAAC;QAE3C;;UAEE;QACK,yBAAmB,GAAG,IAAI,UAAU,EAAe,CAAC;QAEnD,wBAAkB,GAAoC,IAAI,CAAC;QAYzD,YAAM,GAAoB,IAAI,CAAC;QAEzC,cAAc;QACN,UAAI,GAAqB,IAAI,CAAC;QAUtC,cAAc;QACP,sBAAgB,GAA4B,IAAI,CAAC;QAE9C,mBAAa,GAAY,KAAK,CAAC;QAiCrC,IAAI,aAAa,EAAE;YACf,IAAI,WAAW,CAAC,QAAQ,CAAC,aAAa,CAAC,EAAE;gBACrC,KAAI,CAAC,MAAM,GAAG,aAAa,CAAC;aAC/B;iBACI;gBACD,KAAI,CAAC,OAAO,GAAG,aAAa,CAAC;aAChC;SACJ;aACI;YACD,KAAI,CAAC,MAAM,GAAG,WAAW,CAAC,gBAAgB,CAAC;SAC9C;QAED,IAAI,KAAI,CAAC,MAAM,EAAE;YACb,KAAI,CAAC,QAAQ,GAAG,KAAI,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;YAC1C,KAAI,CAAC,MAAM,CAAC,UAAU,CAAC,KAAI,CAAC,CAAC;YAC7B,KAAI,CAAC,OAAO,GAAG,KAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;SAC1C;QAED,KAAI,CAAC,IAAI,GAAG,IAAI,CAAC;;IACrB,CAAC;IAxcD,sBAAW,iCAAQ;aAWnB;YACI,OAAO,IAAI,CAAC,SAAS,CAAC;QAC1B,CAAC;QAhBD;;WAEG;aACH,UAAoB,KAAc;YAAlC,iBAUC;YATG,IAAI,IAAI,CAAC,SAAS,KAAK,KAAK,EAAE;gBAC1B,OAAO;aACV;YACD,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;YACvB,IAAI,IAAI,CAAC,MAAM,EAAE;gBACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,CAAC,EAAE,UAAC,GAAG;oBACvC,OAAO,GAAG,CAAC,UAAU,CAAC,KAAI,CAAC,CAAC;gBAChC,CAAC,CAAC,CAAC;aACN;QACL,CAAC;;;OAAA;IAWD,sBAAW,wCAAe;aAW1B;YACI,OAAO,IAAI,CAAC,gBAAgB,CAAC;QACjC,CAAC;QAjBD;;;WAGG;aACH,UAA2B,KAAc;YAAzC,iBAUC;YATG,IAAI,IAAI,CAAC,gBAAgB,KAAK,KAAK,EAAE;gBACjC,OAAO;aACV;YACD,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;YAC9B,IAAI,IAAI,CAAC,MAAM,EAAE;gBACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,CAAC,EAAE,UAAC,GAAG;oBACvC,OAAO,GAAG,CAAC,UAAU,CAAC,KAAI,CAAC,CAAC;gBAChC,CAAC,CAAC,CAAC;aACN;QACL,CAAC;;;OAAA;IAmBD,sBAAW,yCAAgB;aAW3B;YACI,OAAO,IAAI,CAAC,iBAAiB,CAAC;QAClC,CAAC;QAjBD;;;WAGG;aACH,UAA4B,KAAa;YAAzC,iBAUC;YATG,IAAI,IAAI,CAAC,iBAAiB,KAAK,KAAK,EAAE;gBAClC,OAAO;aACV;YACD,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;YAC/B,IAAI,IAAI,CAAC,MAAM,EAAE;gBACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,CAAC,EAAE,UAAC,GAAG;oBACvC,OAAO,GAAG,CAAC,UAAU,CAAC,KAAI,CAAC,CAAC;gBAChC,CAAC,CAAC,CAAC;aACN;QACL,CAAC;;;OAAA;IAwBD,sBAAW,wCAAe;aAW1B;YACI,OAAO,IAAI,CAAC,gBAAgB,CAAC;QACjC,CAAC;QA7BD;;;;;;;;;;;;;;;UAeE;aACF,UAA2B,KAAa;YAAxC,iBAUC;YATG,IAAI,IAAI,CAAC,gBAAgB,KAAK,KAAK,EAAE;gBACjC,OAAO;aACV;YACD,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;YAC9B,IAAI,IAAI,CAAC,MAAM,EAAE;gBACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,CAAC,EAAE,UAAC,GAAG;oBACvC,OAAO,GAAG,CAAC,UAAU,CAAC,KAAI,CAAC,CAAC;gBAChC,CAAC,CAAC,CAAC;aACN;QACL,CAAC;;;OAAA;IAaD,sBAAW,8BAAK;QARhB;;;;;;WAMG;aAEH;YACI,OAAO,IAAI,CAAC,MAAM,CAAC;QACvB,CAAC;aACD,UAAiB,KAAa;YAC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACxB,CAAC;;;OAHA;IAaD,sBAAW,8BAAK;QARhB;;;;;;WAMG;aAEH;YACI,OAAO,IAAI,CAAC,MAAM,CAAC;QACvB,CAAC;aACD,UAAiB,KAAa;YAC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACxB,CAAC;;;OAHA;IA4BD,sBAAW,+BAAM;QAJjB;;WAEG;aAEH;YACI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO,IAAI,CAAC,OAAO,CAAC;aACvB;YAED,OAAO,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;QAChC,CAAC;aAED,UAAkB,KAAc;YAC5B,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;aACxB;iBAAM;gBACH,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,KAAK,CAAC;aAChC;QACL,CAAC;;;OARA;IAcD,sBAAW,6BAAI;QAJf;;WAEG;aAEH;YACI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO,KAAK,CAAC;aAChB;YAED,OAAO,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC;QAC9B,CAAC;aAED,UAAgB,KAAc;YAC1B,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO;aACV;YAED,IAAI,CAAC,QAAQ,CAAC,IAAI,GAAG,KAAK,CAAC;QAC/B,CAAC;;;OARA;IAcD,sBAAW,kCAAS;QAJpB;;WAEG;aAEH;YACI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO,KAAK,CAAC;aAChB;YAED,OAAO,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC;QACnC,CAAC;aAED,UAAqB,KAAc;YAC/B,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO;aACV;YAED,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,KAAK,CAAC;QACpC,CAAC;;;OARA;IAiBD,sBAAW,mCAAU;QANrB;;;;WAIG;aAEH;YACI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO,IAAI,CAAC,WAAW,CAAC;aAC3B;iBAAM;gBACH,IAAI,IAAI,CAAC,QAAQ,CAAC,WAAW,KAAK,IAAI,EAAE;oBACpC,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;iBAChD;aACJ;YAED,OAAO,IAAI,CAAC,QAAQ,CAAC,WAAW,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC;QACtE,CAAC;aAED,UAAsB,KAAc;YAChC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;oBAC5B,OAAO;iBACV;gBAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;aAC5B;iBAAM;gBACH,IAAI,IAAI,CAAC,QAAQ,CAAC,WAAW,KAAK,KAAK,EAAE;oBACrC,OAAO;iBACV;gBACD,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,KAAK,CAAC;aACrC;YAED,IAAI,CAAC,gCAAgC,EAAE,CAAC;QAC5C,CAAC;;;OAjBA;IAsBD,sBAAW,+BAAM;QAHjB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,QAAQ,IAAI,IAAI,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC;QAC1D,CAAC;aACD,UAAkB,KAAc;YAC5B,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,KAAK,CAAC;aAAE;QACzD,CAAC;;;OAHA;IAcD,sBAAW,iCAAQ;QAHnB;;WAEG;aACH;YACI,OAAO,KAAK,CAAC;QACjB,CAAC;;;OAAA;IAYD,sBAAW,4CAAmB;QAJ9B;;WAEG;aAEH;YACI,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,OAAO,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC;aAAE;YAEjE,OAAO,GAAG,CAAC;QACf,CAAC;aACD,UAA+B,KAAa;YACxC,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,IAAI,CAAC,QAAQ,CAAC,oBAAoB,GAAG,KAAK,CAAC;aAAE;QACtE,CAAC;;;OAHA;IASD,sBAAW,2CAAkB;QAJ7B;;WAEG;aAEH;YACI,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,OAAO,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC;aAAE;YAEhE,OAAO,GAAG,CAAC;QACf,CAAC;aACD,UAA8B,KAAa;YACvC,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,IAAI,CAAC,QAAQ,CAAC,mBAAmB,GAAG,KAAK,CAAC;aAAE;QACrE,CAAC;;;OAHA;IAWD,sBAAW,0CAAiB;QAN5B;;;;WAIG;aAEH;YACI,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,OAAO,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC;aAAE;YAE/D,OAAO,KAAK,CAAC;QACjB,CAAC;aACD,UAA6B,KAAc;YACvC,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,IAAI,CAAC,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;aAAE;QACpE,CAAC;;;OAHA;IAWD,sBAAW,0CAAiB;QAN5B;;;;WAIG;aAEH;YACI,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,OAAO,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC;aAAE;YAE/D,OAAO,IAAI,CAAC;QAChB,CAAC;aACD,UAA6B,KAA4B;YACrD,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,IAAI,CAAC,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;aAAE;QACpE,CAAC;;;OAHA;IAcD,sBAAW,4BAAG;QAHd;;WAEG;aACH;YACI,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;gBACZ,IAAI,CAAC,IAAI,GAAG,UAAU,EAAE,CAAC;aAC5B;YACD,OAAO,IAAI,CAAC,IAAI,CAAC;QACrB,CAAC;;;OAAA;IAOD;;;OAGG;IACI,8BAAQ,GAAf;QACI,OAAO,IAAI,CAAC,IAAI,CAAC;IACrB,CAAC;IAED;;;OAGG;IACI,kCAAY,GAAnB;QACI,OAAO,aAAa,CAAC;IACzB,CAAC;IAiBD,sBAAW,kCAAS;QAJpB;;;WAGG;aACH,UAAqB,QAAoB;YACrC,IAAI,IAAI,CAAC,kBAAkB,EAAE;gBACzB,IAAI,CAAC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;aAC5D;YACD,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,mBAAmB,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;QACrE,CAAC;;;OAAA;IAWD,sBAAW,mCAAU;QAJrB;;;WAGG;aACH;YACI,OAAO,IAAI,CAAC;QAChB,CAAC;;;OAAA;IAcD,sBAAW,qCAAY;QAHvB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,aAAa,CAAC;QAC9B,CAAC;;;OAAA;IAKD,sBAAW,oCAAW;QAHtB;;WAEG;aACH;YAII,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;;;OAAA;IAiCD;;;OAGG;IACI,8BAAQ,GAAf;QACI,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,cAAc;IACJ,gCAAU,GAApB;QACI,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED;;;;OAIG;IACI,iDAA2B,GAAlC,UAAmC,OAA8B;QAC7D,OAAO,OAAO,KAAK,IAAI,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,sCAAgB,GAAvB;QACI,OAAe,MAAM,CAAC,gBAAgB,CAAC;IAC3C,CAAC;IAED;;;OAGG;IACI,gDAA0B,GAAjC;QACI,OAAe,MAAM,CAAC,gBAAgB,CAAC;IAC3C,CAAC;IAED;;;OAGG;IACI,0CAAoB,GAA3B;QACI,OAAO,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,OAAO,EAAE,IAAI,IAAI,CAAC,YAAY,CAAC;IACnE,CAAC;IAED;;;OAGG;IACI,2BAAK,GAAZ,UAAa,KAAa;IAC1B,CAAC;IAKD,sBAAW,mCAAU;QAHrB;;WAEG;aACH;YACI,OAAO,KAAK,CAAC;QACjB,CAAC;;;OAAA;IAED,cAAc;IACP,mCAAa,GAApB,UAAqB,GAAqB,EAAE,QAAiB,EAAE,QAAiB,EAAE,OAAiB,EAAE,aAAuB;QACxH,IAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,IAAM,sBAAsB,GAAG,MAAM,CAAC,iBAAiB,CAAC,CAAC,CAAC,aAAa,EAAG,QAAQ,CAAC,CAAC;QAEpF,IAAI,aAAa,GAAG,MAAM,CAAC,sBAAsB,EAAE,CAAC;QACpD,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,aAAa,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACvD,IAAI,kBAAkB,GAAG,aAAa,CAAC,KAAK,CAAC,CAAC;YAE9C,IAAI,aAAa,KAAK,SAAS,IAAI,sBAAsB,KAAK,kBAAkB,CAAC,cAAc,EAAE;gBAC7F,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,KAAK,kBAAkB,CAAC,OAAO,EAAE;oBACjE,IAAI,kBAAkB,CAAC,GAAG,KAAK,GAAG,IAAI,kBAAkB,CAAC,eAAe,KAAK,CAAC,QAAQ,EAAE;wBACpF,IAAI,CAAC,QAAQ,IAAI,QAAQ,KAAK,kBAAkB,CAAC,YAAY,EAAE;4BAC3D,kBAAkB,CAAC,mBAAmB,EAAE,CAAC;4BACzC,OAAO,kBAAkB,CAAC;yBAC7B;qBACJ;iBACJ;aACJ;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,cAAc;IACP,8BAAQ,GAAf;IAEA,CAAC;IAED;;;OAGG;IACI,2BAAK,GAAZ;QACI,OAAO,IAAI,CAAC;IAChB,CAAC;IAKD,sBAAW,oCAAW;QAHtB;;WAEG;aACH;YACI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO,CAAC,CAAC;aACZ;YAED,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC;QACvE,CAAC;;;OAAA;IAKD,sBAAW,sCAAa;QAHxB;;WAEG;aACH;YACI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO,CAAC,CAAC;aACZ;YAED,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAC3E,CAAC;;;OAAA;IAED;;OAEG;IACO,sDAAgC,GAA1C;QACI,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO;SACV;QAED,KAAK,CAAC,uBAAuB,CAAC,CAAC,CAAC,CAAC;IACrC,CAAC;IAED;;;;;;;;;;OAUG;IACI,gCAAU,GAAjB,UAAkB,SAAa,EAAE,KAAS,EAAE,MAAwC,EAAE,aAAoB,EAAE,gBAAwB;QAAlH,0BAAA,EAAA,aAAa;QAAE,sBAAA,EAAA,SAAS;QAAE,uBAAA,EAAA,aAAwC;QAAE,8BAAA,EAAA,oBAAoB;QAAE,iCAAA,EAAA,wBAAwB;QAChI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,IAAI,CAAC;SACf;QAED,IAAI,IAAI,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAC1B,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACvB,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAEzB,IAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,IAAI,KAAK,IAAI,CAAC,EAAE;YACZ,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YACnC,MAAM,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YAErC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;YAC1B,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;SAC/B;QAED,IAAI;YACA,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;gBACtB,OAAO,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,CAAC,CAAC;aAC7H;YAED,OAAO,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,CAAC,CAAC;SACtH;QAAC,OAAO,CAAC,EAAE;YACR,OAAO,IAAI,CAAC;SACf;IACL,CAAC;IAED,cAAc;IACP,qCAAe,GAAtB,UAAuB,SAAa,EAAE,KAAS,EAAE,MAAwC,EAAE,aAAoB,EAAE,gBAAwB;QAAlH,0BAAA,EAAA,aAAa;QAAE,sBAAA,EAAA,SAAS;QAAE,uBAAA,EAAA,aAAwC;QAAE,8BAAA,EAAA,oBAAoB;QAAE,iCAAA,EAAA,wBAAwB;QACrI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,IAAI,CAAC;SACf;QAED,IAAI,IAAI,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAC1B,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACvB,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAEzB,IAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,IAAI,KAAK,IAAI,CAAC,EAAE;YACZ,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YACnC,MAAM,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YAErC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;YAC1B,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;SAC/B;QAED,IAAI;YACA,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;gBACtB,OAAO,MAAM,CAAC,sBAAsB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,CAAC,CAAC;aACjI;YAED,OAAO,MAAM,CAAC,sBAAsB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,CAAC,CAAC;SAC1H;QAAC,OAAO,CAAC,EAAE;YACR,OAAO,IAAI,CAAC;SACf;IACL,CAAC;IAGD,sBAAW,wCAAe;QAD1B,cAAc;aACd;YACI,IAAI,IAAI,CAAC,QAAQ,EAAE;gBACf,OAAO,IAAI,CAAC,QAAQ,CAAC,eAAe,CAAC;aACxC;YACD,OAAO,IAAI,CAAC;QAChB,CAAC;;;OAAA;IAGD,sBAAW,uCAAc;QADzB,cAAc;aACd;YACI,IAAI,IAAI,CAAC,QAAQ,EAAE;gBACf,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC;aACvC;YACD,OAAO,IAAI,CAAC;QAChB,CAAC;;;OAAA;IAGD,sBAAW,uCAAc;QADzB,cAAc;aACd;YACI,IAAI,IAAI,CAAC,QAAQ,EAAE;gBACf,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC;aACvC;YACD,OAAO,IAAI,CAAC;QAChB,CAAC;;;OAAA;IAED;;OAEG;IACI,6BAAO,GAAd;QACI,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,aAAa;YACb,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,EAAE;gBAC3B,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;aACnC;YAED,oBAAoB;YACpB,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;YACrC,IAAI,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YAE/C,IAAI,KAAK,IAAI,CAAC,EAAE;gBACZ,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;aACzC;YACD,IAAI,CAAC,MAAM,CAAC,0BAA0B,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;YAC7D,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;YAEnB,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACvB,IAAM,OAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;gBAC3D,IAAI,OAAK,GAAG,CAAC,CAAC,EAAE;oBACZ,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,MAAM,CAAC,OAAK,EAAE,CAAC,CAAC,CAAC;iBACnD;gBACD,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;aAChC;SACJ;QAED,WAAW;QACX,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAC/C,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;QAEjC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAErB,iBAAM,OAAO,WAAE,CAAC;IACpB,CAAC;IAED;;;OAGG;IACI,+BAAS,GAAhB;QACI,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;YACZ,OAAO,IAAI,CAAC;SACf;QAED,IAAI,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAE9D,aAAa;QACb,mBAAmB,CAAC,0BAA0B,CAAC,IAAI,EAAE,mBAAmB,CAAC,CAAC;QAE1E,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACW,wBAAY,GAA1B,UAA2B,QAAuB,EAAE,QAAoB;QACpE,IAAI,YAAY,GAAG,QAAQ,CAAC,MAAM,CAAC;QACnC,IAAI,YAAY,KAAK,CAAC,EAAE;YACpB,QAAQ,EAAE,CAAC;YACX,OAAO;SACV;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACtC,IAAI,OAAO,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC;YAE1B,IAAI,OAAO,CAAC,OAAO,EAAE,EAAE;gBACnB,IAAI,EAAE,YAAY,KAAK,CAAC,EAAE;oBACtB,QAAQ,EAAE,CAAC;iBACd;aACJ;iBACI;gBACD,IAAI,gBAAgB,GAAI,OAAe,CAAC,gBAA2C,CAAC;gBAEpF,IAAI,gBAAgB,EAAE;oBAClB,gBAAgB,CAAC,OAAO,CAAC;wBACrB,IAAI,EAAE,YAAY,KAAK,CAAC,EAAE;4BACtB,QAAQ,EAAE,CAAC;yBACd;oBACL,CAAC,CAAC,CAAC;iBACN;aACJ;SACJ;IACL,CAAC;IAEc,oBAAQ,GAAvB,UAAwB,aAAiC;QACrD,OAAO,aAAa,CAAC,YAAY,EAAE,KAAK,OAAO,CAAC;IACpD,CAAC;IArzBD;;;OAGG;IACW,+CAAmC,GAAG,CAAC,CAAC;IAMtD;QADC,SAAS,EAAE;iDACY;IAMxB;QADC,SAAS,EAAE;6CACQ;IAMpB;QADC,SAAS,EAAE;iDACgB;IAQ5B;QADC,SAAS,CAAC,UAAU,CAAC;kDACI;IAoB1B;QADC,SAAS,CAAC,iBAAiB,CAAC;yDACI;IAyBjC;QADC,SAAS,EAAE;8CACK;IAGjB;QADC,SAAS,CAAC,kBAAkB,CAAC;0DACE;IAsBhC;QADC,SAAS,CAAC,iBAAiB,CAAC;yDACE;IAyC/B;QADC,SAAS,EAAE;4CAGX;IAaD;QADC,SAAS,EAAE;4CAGX;IAaD;QADC,SAAS,EAAE;8CACK;IAQjB;QADC,SAAS,EAAE;kEACuE;IAOnF;QADC,SAAS,EAAE;6CAOX;IAcD;QADC,SAAS,EAAE;2CAOX;IAcD;QADC,SAAS,EAAE;gDAOX;IAiBD;QADC,SAAS,EAAE;iDAWX;IAiCD;QADC,SAAS,EAAE;gDACW;IAavB;QADC,SAAS,EAAE;wDACmB;IAM/B;QADC,SAAS,EAAE;0DAKX;IASD;QADC,SAAS,EAAE;yDAKX;IAWD;QADC,SAAS,EAAE;wDAKX;IAWD;QADC,kBAAkB,EAAE;wDAKpB;IASD;QADC,SAAS,EAAE;uDACkB;IAuclC,kBAAC;CAAA,AAvzBD,CAAiC,WAAW,GAuzB3C;SAvzBY,WAAW","sourcesContent":["import { serialize, SerializationHelper, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { Observer, Observable } from \"../../Misc/observable\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\n\r\nimport { IAnimatable } from '../../Animations/animatable.interface';\r\nimport { RandomGUID } from '../../Misc/guid';\r\n\r\nimport \"../../Misc/fileTools\";\r\nimport { ThinEngine } from '../../Engines/thinEngine';\r\nimport { ThinTexture } from './thinTexture';\r\nimport { AbstractScene } from \"../../abstractScene\";\r\n\r\ndeclare type Animation = import(\"../../Animations/animation\").Animation;\r\n\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n */\r\nexport class BaseTexture extends ThinTexture implements IAnimatable {\r\n /**\r\n * Default anisotropic filtering level for the application.\r\n * It is set to 4 as a good tradeoff between perf and quality.\r\n */\r\n public static DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;\r\n\r\n /**\r\n * Gets or sets the unique id of the texture\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /**\r\n * Define the name of the texture.\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information.\r\n */\r\n @serialize()\r\n public metadata: any = null;\r\n\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n public reservedDataStore: any = null;\r\n\r\n @serialize(\"hasAlpha\")\r\n private _hasAlpha = false;\r\n /**\r\n * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).\r\n */\r\n public set hasAlpha(value: boolean) {\r\n if (this._hasAlpha === value) {\r\n return;\r\n }\r\n this._hasAlpha = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get hasAlpha(): boolean {\r\n return this._hasAlpha;\r\n }\r\n\r\n @serialize(\"getAlphaFromRGB\")\r\n private _getAlphaFromRGB = false;\r\n /**\r\n * Defines if the alpha value should be determined via the rgb values.\r\n * If true the luminance of the pixel might be used to find the corresponding alpha value.\r\n */\r\n public set getAlphaFromRGB(value: boolean) {\r\n if (this._getAlphaFromRGB === value) {\r\n return;\r\n }\r\n this._getAlphaFromRGB = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get getAlphaFromRGB() : boolean {\r\n return this._getAlphaFromRGB;\r\n }\r\n\r\n /**\r\n * Intensity or strength of the texture.\r\n * It is commonly used by materials to fine tune the intensity of the texture\r\n */\r\n @serialize()\r\n public level = 1;\r\n\r\n @serialize(\"coordinatesIndex\")\r\n protected _coordinatesIndex = 0;\r\n\r\n /**\r\n * Define the UV channel to use starting from 0 and defaulting to 0.\r\n * This is part of the texture as textures usually maps to one uv set.\r\n */\r\n public set coordinatesIndex(value: number) {\r\n if (this._coordinatesIndex === value) {\r\n return;\r\n }\r\n this._coordinatesIndex = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get coordinatesIndex(): number {\r\n return this._coordinatesIndex;\r\n }\r\n\r\n @serialize(\"coordinatesMode\")\r\n protected _coordinatesMode = 0;\r\n\r\n /**\r\n * How a texture is mapped.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | EXPLICIT_MODE | |\r\n * | 1 | SPHERICAL_MODE | |\r\n * | 2 | PLANAR_MODE | |\r\n * | 3 | CUBIC_MODE | |\r\n * | 4 | PROJECTION_MODE | |\r\n * | 5 | SKYBOX_MODE | |\r\n * | 6 | INVCUBIC_MODE | |\r\n * | 7 | EQUIRECTANGULAR_MODE | |\r\n * | 8 | FIXED_EQUIRECTANGULAR_MODE | |\r\n * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |\r\n */\r\n public set coordinatesMode(value: number) {\r\n if (this._coordinatesMode === value) {\r\n return;\r\n }\r\n this._coordinatesMode = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get coordinatesMode(): number {\r\n return this._coordinatesMode;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public get wrapU() {\r\n return this._wrapU;\r\n }\r\n public set wrapU(value: number) {\r\n this._wrapU = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public get wrapV() {\r\n return this._wrapV;\r\n }\r\n public set wrapV(value: number) {\r\n this._wrapV = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public wrapR = 1;\r\n\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n @serialize()\r\n public anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;\r\n\r\n private _isCube = false;\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get isCube(): boolean {\r\n if (!this._texture) {\r\n return this._isCube;\r\n }\r\n\r\n return this._texture.isCube;\r\n }\r\n\r\n public set isCube(value: boolean) {\r\n if (!this._texture) {\r\n this._isCube = value;\r\n } else {\r\n this._texture.isCube = value;\r\n }\r\n }\r\n\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get is3D(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is3D;\r\n }\r\n\r\n public set is3D(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is3D = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get is2DArray(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is2DArray;\r\n }\r\n\r\n public set is2DArray(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is2DArray = value;\r\n }\r\n\r\n private _gammaSpace = true;\r\n /**\r\n * Define if the texture contains data in gamma space (most of the png/jpg aside bump).\r\n * HDR texture are usually stored in linear space.\r\n * This only impacts the PBR and Background materials\r\n */\r\n @serialize()\r\n public get gammaSpace(): boolean {\r\n if (!this._texture) {\r\n return this._gammaSpace;\r\n } else {\r\n if (this._texture._gammaSpace === null) {\r\n this._texture._gammaSpace = this._gammaSpace;\r\n }\r\n }\r\n\r\n return this._texture._gammaSpace && !this._texture._useSRGBBuffer;\r\n }\r\n\r\n public set gammaSpace(gamma: boolean) {\r\n if (!this._texture) {\r\n if (this._gammaSpace === gamma) {\r\n return;\r\n }\r\n\r\n this._gammaSpace = gamma;\r\n } else {\r\n if (this._texture._gammaSpace === gamma) {\r\n return;\r\n }\r\n this._texture._gammaSpace = gamma;\r\n }\r\n\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets whether or not the texture contains RGBD data.\r\n */\r\n public get isRGBD(): boolean {\r\n return this._texture != null && this._texture._isRGBD;\r\n }\r\n public set isRGBD(value: boolean) {\r\n if (this._texture) { this._texture._isRGBD = value; }\r\n }\r\n\r\n /**\r\n * Is Z inverted in the texture (useful in a cube texture).\r\n */\r\n @serialize()\r\n public invertZ = false;\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public get noMipmap(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n @serialize()\r\n public lodLevelInAlpha = false;\r\n\r\n /**\r\n * With prefiltered texture, defined the offset used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationOffset(): number {\r\n if (this._texture) { return this._texture._lodGenerationOffset; }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationOffset(value: number) {\r\n if (this._texture) { this._texture._lodGenerationOffset = value; }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined the scale used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationScale(): number {\r\n if (this._texture) { return this._texture._lodGenerationScale; }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationScale(value: number) {\r\n if (this._texture) { this._texture._lodGenerationScale = value; }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined if the specular generation is based on a linear ramp.\r\n * By default we are using a log2 of the linear roughness helping to keep a better resolution for\r\n * average roughness values.\r\n */\r\n @serialize()\r\n public get linearSpecularLOD(): boolean {\r\n if (this._texture) { return this._texture._linearSpecularLOD; }\r\n\r\n return false;\r\n }\r\n public set linearSpecularLOD(value: boolean) {\r\n if (this._texture) { this._texture._linearSpecularLOD = value; }\r\n }\r\n\r\n /**\r\n * In case a better definition than spherical harmonics is required for the diffuse part of the environment.\r\n * You can set the irradiance texture to rely on a texture instead of the spherical approach.\r\n * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).\r\n */\r\n @serializeAsTexture()\r\n public get irradianceTexture(): Nullable<BaseTexture> {\r\n if (this._texture) { return this._texture._irradianceTexture; }\r\n\r\n return null;\r\n }\r\n public set irradianceTexture(value: Nullable<BaseTexture>) {\r\n if (this._texture) { this._texture._irradianceTexture = value; }\r\n }\r\n\r\n /**\r\n * Define if the texture is a render target.\r\n */\r\n @serialize()\r\n public isRenderTarget = false;\r\n\r\n /**\r\n * Define the unique id of the texture in the scene.\r\n */\r\n public get uid(): string {\r\n if (!this._uid) {\r\n this._uid = RandomGUID();\r\n }\r\n return this._uid;\r\n }\r\n\r\n /** @hidden */\r\n public _prefiltered: boolean = false;\r\n /** @hidden */\r\n public _forceSerialize: boolean = false;\r\n\r\n /**\r\n * Return a string representation of the texture.\r\n * @returns the texture as a string\r\n */\r\n public toString(): string {\r\n return this.name;\r\n }\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"BaseTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"BaseTexture\";\r\n }\r\n\r\n /**\r\n * Define the list of animation attached to the texture.\r\n */\r\n public animations = new Array<Animation>();\r\n\r\n /**\r\n * An event triggered when the texture is disposed.\r\n */\r\n public onDisposeObservable = new Observable<BaseTexture>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<BaseTexture>> = null;\r\n /**\r\n * Callback triggered when the texture has been disposed.\r\n * Kept for back compatibility, you can use the onDisposeObservable instead.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n protected _scene: Nullable<Scene> = null;\r\n\r\n /** @hidden */\r\n private _uid: Nullable<string> = null;\r\n\r\n /**\r\n * Define if the texture is preventing a material to render or not.\r\n * If not and the texture is not ready, the engine will use a default black texture instead.\r\n */\r\n public get isBlocking(): boolean {\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n protected _loadingError: boolean = false;\r\n protected _errorObject?: {\r\n message?: string;\r\n exception?: any;\r\n };\r\n\r\n /**\r\n * Was there any loading error?\r\n */\r\n public get loadingError(): boolean {\r\n return this._loadingError;\r\n }\r\n\r\n /**\r\n * If a loading error occurred this object will be populated with information about the error.\r\n */\r\n public get errorObject(): {\r\n message?: string;\r\n exception?: any;\r\n } | undefined {\r\n return this._errorObject;\r\n }\r\n\r\n /**\r\n * Instantiates a new BaseTexture.\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n * @param sceneOrEngine Define the scene or engine the texture belongs to\r\n */\r\n constructor(sceneOrEngine: Nullable<Scene | ThinEngine>) {\r\n super(null);\r\n\r\n if (sceneOrEngine) {\r\n if (BaseTexture._isScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n }\r\n else {\r\n this._engine = sceneOrEngine;\r\n }\r\n }\r\n else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (this._scene) {\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._scene.addTexture(this);\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n this._uid = null;\r\n }\r\n\r\n /**\r\n * Get the scene the texture belongs to.\r\n * @returns the scene or null if undefined\r\n */\r\n public getScene(): Nullable<Scene> {\r\n return this._scene;\r\n }\r\n\r\n /** @hidden */\r\n protected _getEngine(): Nullable<ThinEngine> {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Checks if the texture has the same transform matrix than another texture\r\n * @param texture texture to check against\r\n * @returns true if the transforms are the same, else false\r\n */\r\n public checkTransformsAreIdentical(texture: Nullable<BaseTexture>): boolean {\r\n return texture !== null;\r\n }\r\n\r\n /**\r\n * Get the texture transform matrix used to offset tile the texture for instance.\r\n * @returns the transformation matrix\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return <Matrix>Matrix.IdentityReadOnly;\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return <Matrix>Matrix.IdentityReadOnly;\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be consumed (either it is ready or it is not blocking)\r\n * @returns true if ready, not blocking or if there was an error loading the texture\r\n */\r\n public isReadyOrNotBlocking(): boolean {\r\n return !this.isBlocking || this.isReady() || this.loadingError;\r\n }\r\n\r\n /**\r\n * Scales the texture if is `canRescale()`\r\n * @param ratio the resize factor we want to use to rescale\r\n */\r\n public scale(ratio: number): void {\r\n }\r\n\r\n /**\r\n * Get if the texture can rescale.\r\n */\r\n public get canRescale(): boolean {\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean, useSRGBBuffer?: boolean): Nullable<InternalTexture> {\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const correctedUseSRGBBuffer = engine._getUseSRGBBuffer(!!useSRGBBuffer, noMipmap);\r\n\r\n var texturesCache = engine.getLoadedTexturesCache();\r\n for (var index = 0; index < texturesCache.length; index++) {\r\n var texturesCacheEntry = texturesCache[index];\r\n\r\n if (useSRGBBuffer === undefined || correctedUseSRGBBuffer === texturesCacheEntry._useSRGBBuffer) {\r\n if (invertY === undefined || invertY === texturesCacheEntry.invertY) {\r\n if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {\r\n if (!sampling || sampling === texturesCacheEntry.samplingMode) {\r\n texturesCacheEntry.incrementReferences();\r\n return texturesCacheEntry;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n\r\n }\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get the texture underlying type (INT, FLOAT...)\r\n */\r\n public get textureType(): number {\r\n if (!this._texture) {\r\n return 0;\r\n }\r\n\r\n return (this._texture.type !== undefined) ? this._texture.type : 0;\r\n }\r\n\r\n /**\r\n * Get the texture underlying format (RGB, RGBA...)\r\n */\r\n public get textureFormat(): number {\r\n if (!this._texture) {\r\n return 5;\r\n }\r\n\r\n return (this._texture.format !== undefined) ? this._texture.format : 5;\r\n }\r\n\r\n /**\r\n * Indicates that textures need to be re-calculated for all materials\r\n */\r\n protected _markAllSubMeshesAsTexturesDirty() {\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n scene.markAllMaterialsAsDirty(1);\r\n }\r\n\r\n /**\r\n * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.\r\n * This will returns an RGBA array buffer containing either in values (0-255) or\r\n * float values (0-1) depending of the underlying buffer type.\r\n * @param faceIndex defines the face of the texture to read (in case of cube texture)\r\n * @param level defines the LOD level of the texture to read (in case of Mip Maps)\r\n * @param buffer defines a user defined buffer to fill with data (can be null)\r\n * @param flushRenderer true to flush the renderer from the pending commands before reading the pixels\r\n * @param noDataConversion false to convert the data to Uint8Array (if texture type is UNSIGNED_BYTE) or to Float32Array (if texture type is anything but UNSIGNED_BYTE). If true, the type of the generated buffer (if buffer==null) will depend on the type of the texture\r\n * @returns The Array buffer promise containing the pixels data.\r\n */\r\n public readPixels(faceIndex = 0, level = 0, buffer: Nullable<ArrayBufferView> = null, flushRenderer = true, noDataConversion = false): Nullable<Promise<ArrayBufferView>> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n var size = this.getSize();\r\n var width = size.width;\r\n var height = size.height;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n if (level != 0) {\r\n width = width / Math.pow(2, level);\r\n height = height / Math.pow(2, level);\r\n\r\n width = Math.round(width);\r\n height = Math.round(height);\r\n }\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion);\r\n }\r\n\r\n return engine._readTexturePixels(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _readPixelsSync(faceIndex = 0, level = 0, buffer: Nullable<ArrayBufferView> = null, flushRenderer = true, noDataConversion = false): Nullable<ArrayBufferView> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n var size = this.getSize();\r\n var width = size.width;\r\n var height = size.height;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n if (level != 0) {\r\n width = width / Math.pow(2, level);\r\n height = height / Math.pow(2, level);\r\n\r\n width = Math.round(width);\r\n height = Math.round(height);\r\n }\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixelsSync(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion);\r\n }\r\n\r\n return engine._readTexturePixelsSync(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public get _lodTextureHigh(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureHigh;\r\n }\r\n return null;\r\n }\r\n\r\n /** @hidden */\r\n public get _lodTextureMid(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureMid;\r\n }\r\n return null;\r\n }\r\n\r\n /** @hidden */\r\n public get _lodTextureLow(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureLow;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._scene) {\r\n // Animations\r\n if (this._scene.stopAnimation) {\r\n this._scene.stopAnimation(this);\r\n }\r\n\r\n // Remove from scene\r\n this._scene._removePendingData(this);\r\n var index = this._scene.textures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n this._scene.textures.splice(index, 1);\r\n }\r\n this._scene.onTextureRemovedObservable.notifyObservers(this);\r\n this._scene = null;\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.textures.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.textures.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this.metadata = null;\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the texture into a JSON representation that can be parsed later on.\r\n * @returns the JSON representation of the texture\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Helper function to be called back once a list of texture contains only ready textures.\r\n * @param textures Define the list of textures to wait for\r\n * @param callback Define the callback triggered once the entire list will be ready\r\n */\r\n public static WhenAllReady(textures: BaseTexture[], callback: () => void): void {\r\n let numRemaining = textures.length;\r\n if (numRemaining === 0) {\r\n callback();\r\n return;\r\n }\r\n\r\n for (var i = 0; i < textures.length; i++) {\r\n var texture = textures[i];\r\n\r\n if (texture.isReady()) {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n }\r\n else {\r\n var onLoadObservable = (texture as any).onLoadObservable as Observable<BaseTexture>;\r\n\r\n if (onLoadObservable) {\r\n onLoadObservable.addOnce(() => {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n });\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static _isScene(sceneOrEngine: Scene | ThinEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"baseTexture.js","sourceRoot":"","sources":["../../../../sourceES6/core/Materials/Textures/baseTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3F,OAAO,EAAY,UAAU,EAAE,MAAM,uBAAuB,CAAC;AAG7D,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AACjD,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAIxD,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAE7C,OAAO,sBAAsB,CAAC;AAE9B,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAK5C;;;;GAIG;AACH;IAAiC,+BAAW;IA8cxC;;;;;;OAMG;IACH,qBAAY,aAA4C;QAAxD,YACI,kBAAM,IAAI,CAAC,SAqBd;QAxdD;;WAEG;QAEI,cAAQ,GAAQ,IAAI,CAAC;QAE5B;;WAEG;QACI,uBAAiB,GAAQ,IAAI,CAAC;QAG7B,eAAS,GAAG,KAAK,CAAC;QAoBlB,sBAAgB,GAAG,KAAK,CAAC;QAoBjC;;;WAGG;QAEI,WAAK,GAAG,CAAC,CAAC;QAGP,uBAAiB,GAAG,CAAC,CAAC;QAsBtB,sBAAgB,GAAG,CAAC,CAAC;QA+D/B;;;;;;UAME;QAEK,WAAK,GAAG,CAAC,CAAC;QAEjB;;;;WAIG;QAEI,+BAAyB,GAAG,WAAW,CAAC,mCAAmC,CAAC;QAE3E,aAAO,GAAG,KAAK,CAAC;QA6DhB,iBAAW,GAAG,IAAI,CAAC;QA8C3B;;WAEG;QAEI,aAAO,GAAG,KAAK,CAAC;QASvB;;WAEG;QAEI,qBAAe,GAAG,KAAK,CAAC;QA0D/B;;WAEG;QAEI,oBAAc,GAAG,KAAK,CAAC;QAY9B,cAAc;QACP,kBAAY,GAAY,KAAK,CAAC;QACrC,cAAc;QACP,qBAAe,GAAY,KAAK,CAAC;QAkBxC;;WAEG;QACI,gBAAU,GAAG,IAAI,KAAK,EAAa,CAAC;QAE3C;;UAEE;QACK,yBAAmB,GAAG,IAAI,UAAU,EAAe,CAAC;QAEnD,wBAAkB,GAAoC,IAAI,CAAC;QAYzD,YAAM,GAAoB,IAAI,CAAC;QAEzC,cAAc;QACN,UAAI,GAAqB,IAAI,CAAC;QAUtC,cAAc;QACP,sBAAgB,GAA4B,IAAI,CAAC;QAE9C,mBAAa,GAAY,KAAK,CAAC;QAiCrC,IAAI,aAAa,EAAE;YACf,IAAI,WAAW,CAAC,QAAQ,CAAC,aAAa,CAAC,EAAE;gBACrC,KAAI,CAAC,MAAM,GAAG,aAAa,CAAC;aAC/B;iBACI;gBACD,KAAI,CAAC,OAAO,GAAG,aAAa,CAAC;aAChC;SACJ;aACI;YACD,KAAI,CAAC,MAAM,GAAG,WAAW,CAAC,gBAAgB,CAAC;SAC9C;QAED,IAAI,KAAI,CAAC,MAAM,EAAE;YACb,KAAI,CAAC,QAAQ,GAAG,KAAI,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;YAC1C,KAAI,CAAC,MAAM,CAAC,UAAU,CAAC,KAAI,CAAC,CAAC;YAC7B,KAAI,CAAC,OAAO,GAAG,KAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;SAC1C;QAED,KAAI,CAAC,IAAI,GAAG,IAAI,CAAC;;IACrB,CAAC;IAxcD,sBAAW,iCAAQ;aAWnB;YACI,OAAO,IAAI,CAAC,SAAS,CAAC;QAC1B,CAAC;QAhBD;;WAEG;aACH,UAAoB,KAAc;YAAlC,iBAUC;YATG,IAAI,IAAI,CAAC,SAAS,KAAK,KAAK,EAAE;gBAC1B,OAAO;aACV;YACD,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;YACvB,IAAI,IAAI,CAAC,MAAM,EAAE;gBACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,CAAC,EAAE,UAAC,GAAG;oBACvC,OAAO,GAAG,CAAC,UAAU,CAAC,KAAI,CAAC,CAAC;gBAChC,CAAC,CAAC,CAAC;aACN;QACL,CAAC;;;OAAA;IAWD,sBAAW,wCAAe;aAW1B;YACI,OAAO,IAAI,CAAC,gBAAgB,CAAC;QACjC,CAAC;QAjBD;;;WAGG;aACH,UAA2B,KAAc;YAAzC,iBAUC;YATG,IAAI,IAAI,CAAC,gBAAgB,KAAK,KAAK,EAAE;gBACjC,OAAO;aACV;YACD,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;YAC9B,IAAI,IAAI,CAAC,MAAM,EAAE;gBACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,CAAC,EAAE,UAAC,GAAG;oBACvC,OAAO,GAAG,CAAC,UAAU,CAAC,KAAI,CAAC,CAAC;gBAChC,CAAC,CAAC,CAAC;aACN;QACL,CAAC;;;OAAA;IAmBD,sBAAW,yCAAgB;aAW3B;YACI,OAAO,IAAI,CAAC,iBAAiB,CAAC;QAClC,CAAC;QAjBD;;;WAGG;aACH,UAA4B,KAAa;YAAzC,iBAUC;YATG,IAAI,IAAI,CAAC,iBAAiB,KAAK,KAAK,EAAE;gBAClC,OAAO;aACV;YACD,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;YAC/B,IAAI,IAAI,CAAC,MAAM,EAAE;gBACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,CAAC,EAAE,UAAC,GAAG;oBACvC,OAAO,GAAG,CAAC,UAAU,CAAC,KAAI,CAAC,CAAC;gBAChC,CAAC,CAAC,CAAC;aACN;QACL,CAAC;;;OAAA;IAwBD,sBAAW,wCAAe;aAW1B;YACI,OAAO,IAAI,CAAC,gBAAgB,CAAC;QACjC,CAAC;QA7BD;;;;;;;;;;;;;;;UAeE;aACF,UAA2B,KAAa;YAAxC,iBAUC;YATG,IAAI,IAAI,CAAC,gBAAgB,KAAK,KAAK,EAAE;gBACjC,OAAO;aACV;YACD,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;YAC9B,IAAI,IAAI,CAAC,MAAM,EAAE;gBACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,CAAC,EAAE,UAAC,GAAG;oBACvC,OAAO,GAAG,CAAC,UAAU,CAAC,KAAI,CAAC,CAAC;gBAChC,CAAC,CAAC,CAAC;aACN;QACL,CAAC;;;OAAA;IAaD,sBAAW,8BAAK;QARhB;;;;;;WAMG;aAEH;YACI,OAAO,IAAI,CAAC,MAAM,CAAC;QACvB,CAAC;aACD,UAAiB,KAAa;YAC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACxB,CAAC;;;OAHA;IAaD,sBAAW,8BAAK;QARhB;;;;;;WAMG;aAEH;YACI,OAAO,IAAI,CAAC,MAAM,CAAC;QACvB,CAAC;aACD,UAAiB,KAAa;YAC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACxB,CAAC;;;OAHA;IA4BD,sBAAW,+BAAM;QAJjB;;WAEG;aAEH;YACI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO,IAAI,CAAC,OAAO,CAAC;aACvB;YAED,OAAO,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;QAChC,CAAC;aAED,UAAkB,KAAc;YAC5B,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;aACxB;iBAAM;gBACH,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,KAAK,CAAC;aAChC;QACL,CAAC;;;OARA;IAcD,sBAAW,6BAAI;QAJf;;WAEG;aAEH;YACI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO,KAAK,CAAC;aAChB;YAED,OAAO,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC;QAC9B,CAAC;aAED,UAAgB,KAAc;YAC1B,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO;aACV;YAED,IAAI,CAAC,QAAQ,CAAC,IAAI,GAAG,KAAK,CAAC;QAC/B,CAAC;;;OARA;IAcD,sBAAW,kCAAS;QAJpB;;WAEG;aAEH;YACI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO,KAAK,CAAC;aAChB;YAED,OAAO,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC;QACnC,CAAC;aAED,UAAqB,KAAc;YAC/B,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO;aACV;YAED,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,KAAK,CAAC;QACpC,CAAC;;;OARA;IAiBD,sBAAW,mCAAU;QANrB;;;;WAIG;aAEH;YACI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO,IAAI,CAAC,WAAW,CAAC;aAC3B;iBAAM;gBACH,IAAI,IAAI,CAAC,QAAQ,CAAC,WAAW,KAAK,IAAI,EAAE;oBACpC,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;iBAChD;aACJ;YAED,OAAO,IAAI,CAAC,QAAQ,CAAC,WAAW,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC;QACtE,CAAC;aAED,UAAsB,KAAc;YAChC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;oBAC5B,OAAO;iBACV;gBAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;aAC5B;iBAAM;gBACH,IAAI,IAAI,CAAC,QAAQ,CAAC,WAAW,KAAK,KAAK,EAAE;oBACrC,OAAO;iBACV;gBACD,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,KAAK,CAAC;aACrC;YAED,IAAI,CAAC,gCAAgC,EAAE,CAAC;QAC5C,CAAC;;;OAjBA;IAsBD,sBAAW,+BAAM;QAHjB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,QAAQ,IAAI,IAAI,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC;QAC1D,CAAC;aACD,UAAkB,KAAc;YAC5B,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,KAAK,CAAC;aAAE;QACzD,CAAC;;;OAHA;IAcD,sBAAW,iCAAQ;QAHnB;;WAEG;aACH;YACI,OAAO,KAAK,CAAC;QACjB,CAAC;;;OAAA;IAYD,sBAAW,4CAAmB;QAJ9B;;WAEG;aAEH;YACI,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,OAAO,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC;aAAE;YAEjE,OAAO,GAAG,CAAC;QACf,CAAC;aACD,UAA+B,KAAa;YACxC,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,IAAI,CAAC,QAAQ,CAAC,oBAAoB,GAAG,KAAK,CAAC;aAAE;QACtE,CAAC;;;OAHA;IASD,sBAAW,2CAAkB;QAJ7B;;WAEG;aAEH;YACI,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,OAAO,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC;aAAE;YAEhE,OAAO,GAAG,CAAC;QACf,CAAC;aACD,UAA8B,KAAa;YACvC,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,IAAI,CAAC,QAAQ,CAAC,mBAAmB,GAAG,KAAK,CAAC;aAAE;QACrE,CAAC;;;OAHA;IAWD,sBAAW,0CAAiB;QAN5B;;;;WAIG;aAEH;YACI,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,OAAO,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC;aAAE;YAE/D,OAAO,KAAK,CAAC;QACjB,CAAC;aACD,UAA6B,KAAc;YACvC,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,IAAI,CAAC,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;aAAE;QACpE,CAAC;;;OAHA;IAWD,sBAAW,0CAAiB;QAN5B;;;;WAIG;aAEH;YACI,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,OAAO,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC;aAAE;YAE/D,OAAO,IAAI,CAAC;QAChB,CAAC;aACD,UAA6B,KAA4B;YACrD,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAAE,IAAI,CAAC,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;aAAE;QACpE,CAAC;;;OAHA;IAcD,sBAAW,4BAAG;QAHd;;WAEG;aACH;YACI,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;gBACZ,IAAI,CAAC,IAAI,GAAG,UAAU,EAAE,CAAC;aAC5B;YACD,OAAO,IAAI,CAAC,IAAI,CAAC;QACrB,CAAC;;;OAAA;IAOD;;;OAGG;IACI,8BAAQ,GAAf;QACI,OAAO,IAAI,CAAC,IAAI,CAAC;IACrB,CAAC;IAED;;;OAGG;IACI,kCAAY,GAAnB;QACI,OAAO,aAAa,CAAC;IACzB,CAAC;IAiBD,sBAAW,kCAAS;QAJpB;;;WAGG;aACH,UAAqB,QAAoB;YACrC,IAAI,IAAI,CAAC,kBAAkB,EAAE;gBACzB,IAAI,CAAC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;aAC5D;YACD,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,mBAAmB,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;QACrE,CAAC;;;OAAA;IAWD,sBAAW,mCAAU;QAJrB;;;WAGG;aACH;YACI,OAAO,IAAI,CAAC;QAChB,CAAC;;;OAAA;IAcD,sBAAW,qCAAY;QAHvB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,aAAa,CAAC;QAC9B,CAAC;;;OAAA;IAKD,sBAAW,oCAAW;QAHtB;;WAEG;aACH;YAII,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;;;OAAA;IAiCD;;;OAGG;IACI,8BAAQ,GAAf;QACI,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,cAAc;IACJ,gCAAU,GAApB;QACI,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED;;;;OAIG;IACI,iDAA2B,GAAlC,UAAmC,OAA8B;QAC7D,OAAO,OAAO,KAAK,IAAI,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,sCAAgB,GAAvB;QACI,OAAe,MAAM,CAAC,gBAAgB,CAAC;IAC3C,CAAC;IAED;;;OAGG;IACI,gDAA0B,GAAjC;QACI,OAAe,MAAM,CAAC,gBAAgB,CAAC;IAC3C,CAAC;IAED;;;OAGG;IACI,0CAAoB,GAA3B;QACI,OAAO,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,OAAO,EAAE,IAAI,IAAI,CAAC,YAAY,CAAC;IACnE,CAAC;IAED;;;OAGG;IACI,2BAAK,GAAZ,UAAa,KAAa;IAC1B,CAAC;IAKD,sBAAW,mCAAU;QAHrB;;WAEG;aACH;YACI,OAAO,KAAK,CAAC;QACjB,CAAC;;;OAAA;IAED,cAAc;IACP,mCAAa,GAApB,UAAqB,GAAqB,EAAE,QAAiB,EAAE,QAAiB,EAAE,OAAiB,EAAE,aAAuB;QACxH,IAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,IAAM,sBAAsB,GAAG,MAAM,CAAC,iBAAiB,CAAC,CAAC,CAAC,aAAa,EAAG,QAAQ,CAAC,CAAC;QAEpF,IAAI,aAAa,GAAG,MAAM,CAAC,sBAAsB,EAAE,CAAC;QACpD,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,aAAa,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACvD,IAAI,kBAAkB,GAAG,aAAa,CAAC,KAAK,CAAC,CAAC;YAE9C,IAAI,aAAa,KAAK,SAAS,IAAI,sBAAsB,KAAK,kBAAkB,CAAC,cAAc,EAAE;gBAC7F,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,KAAK,kBAAkB,CAAC,OAAO,EAAE;oBACjE,IAAI,kBAAkB,CAAC,GAAG,KAAK,GAAG,IAAI,kBAAkB,CAAC,eAAe,KAAK,CAAC,QAAQ,EAAE;wBACpF,IAAI,CAAC,QAAQ,IAAI,QAAQ,KAAK,kBAAkB,CAAC,YAAY,EAAE;4BAC3D,kBAAkB,CAAC,mBAAmB,EAAE,CAAC;4BACzC,OAAO,kBAAkB,CAAC;yBAC7B;qBACJ;iBACJ;aACJ;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,cAAc;IACP,8BAAQ,GAAf;IAEA,CAAC;IAED;;;OAGG;IACI,2BAAK,GAAZ;QACI,OAAO,IAAI,CAAC;IAChB,CAAC;IAKD,sBAAW,oCAAW;QAHtB;;WAEG;aACH;YACI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO,CAAC,CAAC;aACZ;YAED,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC;QACvE,CAAC;;;OAAA;IAKD,sBAAW,sCAAa;QAHxB;;WAEG;aACH;YACI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,OAAO,CAAC,CAAC;aACZ;YAED,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAC3E,CAAC;;;OAAA;IAED;;OAEG;IACO,sDAAgC,GAA1C;QACI,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO;SACV;QAED,KAAK,CAAC,uBAAuB,CAAC,CAAC,CAAC,CAAC;IACrC,CAAC;IAED;;;;;;;;;;OAUG;IACI,gCAAU,GAAjB,UAAkB,SAAa,EAAE,KAAS,EAAE,MAAwC,EAAE,aAAoB,EAAE,gBAAwB;QAAlH,0BAAA,EAAA,aAAa;QAAE,sBAAA,EAAA,SAAS;QAAE,uBAAA,EAAA,aAAwC;QAAE,8BAAA,EAAA,oBAAoB;QAAE,iCAAA,EAAA,wBAAwB;QAChI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,IAAI,CAAC;SACf;QAED,IAAI,IAAI,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAC1B,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACvB,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAEzB,IAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,IAAI,KAAK,IAAI,CAAC,EAAE;YACZ,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YACnC,MAAM,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YAErC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;YAC1B,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;SAC/B;QAED,IAAI;YACA,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;gBACtB,OAAO,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,CAAC,CAAC;aAC7H;YAED,OAAO,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,CAAC,CAAC;SACtH;QAAC,OAAO,CAAC,EAAE;YACR,OAAO,IAAI,CAAC;SACf;IACL,CAAC;IAED,cAAc;IACP,qCAAe,GAAtB,UAAuB,SAAa,EAAE,KAAS,EAAE,MAAwC,EAAE,aAAoB,EAAE,gBAAwB;QAAlH,0BAAA,EAAA,aAAa;QAAE,sBAAA,EAAA,SAAS;QAAE,uBAAA,EAAA,aAAwC;QAAE,8BAAA,EAAA,oBAAoB;QAAE,iCAAA,EAAA,wBAAwB;QACrI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,IAAI,CAAC;SACf;QAED,IAAI,IAAI,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAC1B,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACvB,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAEzB,IAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,IAAI,KAAK,IAAI,CAAC,EAAE;YACZ,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YACnC,MAAM,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YAErC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;YAC1B,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;SAC/B;QAED,IAAI;YACA,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;gBACtB,OAAO,MAAM,CAAC,sBAAsB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,CAAC,CAAC;aACjI;YAED,OAAO,MAAM,CAAC,sBAAsB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,CAAC,CAAC;SAC1H;QAAC,OAAO,CAAC,EAAE;YACR,OAAO,IAAI,CAAC;SACf;IACL,CAAC;IAGD,sBAAW,wCAAe;QAD1B,cAAc;aACd;YACI,IAAI,IAAI,CAAC,QAAQ,EAAE;gBACf,OAAO,IAAI,CAAC,QAAQ,CAAC,eAAe,CAAC;aACxC;YACD,OAAO,IAAI,CAAC;QAChB,CAAC;;;OAAA;IAGD,sBAAW,uCAAc;QADzB,cAAc;aACd;YACI,IAAI,IAAI,CAAC,QAAQ,EAAE;gBACf,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC;aACvC;YACD,OAAO,IAAI,CAAC;QAChB,CAAC;;;OAAA;IAGD,sBAAW,uCAAc;QADzB,cAAc;aACd;YACI,IAAI,IAAI,CAAC,QAAQ,EAAE;gBACf,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC;aACvC;YACD,OAAO,IAAI,CAAC;QAChB,CAAC;;;OAAA;IAED;;OAEG;IACI,6BAAO,GAAd;QACI,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,aAAa;YACb,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,EAAE;gBAC3B,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;aACnC;YAED,oBAAoB;YACpB,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;YACrC,IAAI,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YAE/C,IAAI,KAAK,IAAI,CAAC,EAAE;gBACZ,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;aACzC;YACD,IAAI,CAAC,MAAM,CAAC,0BAA0B,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;YAC7D,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;YAEnB,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACvB,IAAM,OAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;gBAC3D,IAAI,OAAK,GAAG,CAAC,CAAC,EAAE;oBACZ,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,MAAM,CAAC,OAAK,EAAE,CAAC,CAAC,CAAC;iBACnD;gBACD,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;aAChC;SACJ;QAED,WAAW;QACX,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAC/C,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;QAEjC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAErB,iBAAM,OAAO,WAAE,CAAC;IACpB,CAAC;IAED;;;OAGG;IACI,+BAAS,GAAhB;QACI,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;YACZ,OAAO,IAAI,CAAC;SACf;QAED,IAAI,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAE9D,aAAa;QACb,mBAAmB,CAAC,0BAA0B,CAAC,IAAI,EAAE,mBAAmB,CAAC,CAAC;QAE1E,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACW,wBAAY,GAA1B,UAA2B,QAAuB,EAAE,QAAoB;QACpE,IAAI,YAAY,GAAG,QAAQ,CAAC,MAAM,CAAC;QACnC,IAAI,YAAY,KAAK,CAAC,EAAE;YACpB,QAAQ,EAAE,CAAC;YACX,OAAO;SACV;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACtC,IAAI,OAAO,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC;YAE1B,IAAI,OAAO,CAAC,OAAO,EAAE,EAAE;gBACnB,IAAI,EAAE,YAAY,KAAK,CAAC,EAAE;oBACtB,QAAQ,EAAE,CAAC;iBACd;aACJ;iBACI;gBACD,IAAI,gBAAgB,GAAI,OAAe,CAAC,gBAA2C,CAAC;gBAEpF,IAAI,gBAAgB,EAAE;oBAClB,gBAAgB,CAAC,OAAO,CAAC;wBACrB,IAAI,EAAE,YAAY,KAAK,CAAC,EAAE;4BACtB,QAAQ,EAAE,CAAC;yBACd;oBACL,CAAC,CAAC,CAAC;iBACN;aACJ;SACJ;IACL,CAAC;IAEc,oBAAQ,GAAvB,UAAwB,aAAiC;QACrD,OAAO,aAAa,CAAC,YAAY,EAAE,KAAK,OAAO,CAAC;IACpD,CAAC;IArzBD;;;OAGG;IACW,+CAAmC,GAAG,CAAC,CAAC;IAMtD;QADC,SAAS,EAAE;iDACY;IAMxB;QADC,SAAS,EAAE;6CACQ;IAMpB;QADC,SAAS,EAAE;iDACgB;IAQ5B;QADC,SAAS,CAAC,UAAU,CAAC;kDACI;IAoB1B;QADC,SAAS,CAAC,iBAAiB,CAAC;yDACI;IAyBjC;QADC,SAAS,EAAE;8CACK;IAGjB;QADC,SAAS,CAAC,kBAAkB,CAAC;0DACE;IAsBhC;QADC,SAAS,CAAC,iBAAiB,CAAC;yDACE;IAyC/B;QADC,SAAS,EAAE;4CAGX;IAaD;QADC,SAAS,EAAE;4CAGX;IAaD;QADC,SAAS,EAAE;8CACK;IAQjB;QADC,SAAS,EAAE;kEACuE;IAOnF;QADC,SAAS,EAAE;6CAOX;IAcD;QADC,SAAS,EAAE;2CAOX;IAcD;QADC,SAAS,EAAE;gDAOX;IAiBD;QADC,SAAS,EAAE;iDAWX;IAiCD;QADC,SAAS,EAAE;gDACW;IAavB;QADC,SAAS,EAAE;wDACmB;IAM/B;QADC,SAAS,EAAE;0DAKX;IASD;QADC,SAAS,EAAE;yDAKX;IAWD;QADC,SAAS,EAAE;wDAKX;IAWD;QADC,kBAAkB,EAAE;wDAKpB;IASD;QADC,SAAS,EAAE;uDACkB;IAuclC,kBAAC;CAAA,AAvzBD,CAAiC,WAAW,GAuzB3C;SAvzBY,WAAW","sourcesContent":["import { serialize, SerializationHelper, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { Observer, Observable } from \"../../Misc/observable\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\n\r\nimport { IAnimatable } from '../../Animations/animatable.interface';\r\nimport { RandomGUID } from '../../Misc/guid';\r\n\r\nimport \"../../Misc/fileTools\";\r\nimport { ThinEngine } from '../../Engines/thinEngine';\r\nimport { ThinTexture } from './thinTexture';\r\nimport { AbstractScene } from \"../../abstractScene\";\r\n\r\ndeclare type Animation = import(\"../../Animations/animation\").Animation;\r\n\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n */\r\nexport class BaseTexture extends ThinTexture implements IAnimatable {\r\n /**\r\n * Default anisotropic filtering level for the application.\r\n * It is set to 4 as a good tradeoff between perf and quality.\r\n */\r\n public static DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;\r\n\r\n /**\r\n * Gets or sets the unique id of the texture\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /**\r\n * Define the name of the texture.\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information.\r\n */\r\n @serialize()\r\n public metadata: any = null;\r\n\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n public reservedDataStore: any = null;\r\n\r\n @serialize(\"hasAlpha\")\r\n private _hasAlpha = false;\r\n /**\r\n * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).\r\n */\r\n public set hasAlpha(value: boolean) {\r\n if (this._hasAlpha === value) {\r\n return;\r\n }\r\n this._hasAlpha = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get hasAlpha(): boolean {\r\n return this._hasAlpha;\r\n }\r\n\r\n @serialize(\"getAlphaFromRGB\")\r\n private _getAlphaFromRGB = false;\r\n /**\r\n * Defines if the alpha value should be determined via the rgb values.\r\n * If true the luminance of the pixel might be used to find the corresponding alpha value.\r\n */\r\n public set getAlphaFromRGB(value: boolean) {\r\n if (this._getAlphaFromRGB === value) {\r\n return;\r\n }\r\n this._getAlphaFromRGB = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get getAlphaFromRGB() : boolean {\r\n return this._getAlphaFromRGB;\r\n }\r\n\r\n /**\r\n * Intensity or strength of the texture.\r\n * It is commonly used by materials to fine tune the intensity of the texture\r\n */\r\n @serialize()\r\n public level = 1;\r\n\r\n @serialize(\"coordinatesIndex\")\r\n protected _coordinatesIndex = 0;\r\n\r\n /**\r\n * Define the UV channel to use starting from 0 and defaulting to 0.\r\n * This is part of the texture as textures usually maps to one uv set.\r\n */\r\n public set coordinatesIndex(value: number) {\r\n if (this._coordinatesIndex === value) {\r\n return;\r\n }\r\n this._coordinatesIndex = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get coordinatesIndex(): number {\r\n return this._coordinatesIndex;\r\n }\r\n\r\n @serialize(\"coordinatesMode\")\r\n protected _coordinatesMode = 0;\r\n\r\n /**\r\n * How a texture is mapped.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | EXPLICIT_MODE | |\r\n * | 1 | SPHERICAL_MODE | |\r\n * | 2 | PLANAR_MODE | |\r\n * | 3 | CUBIC_MODE | |\r\n * | 4 | PROJECTION_MODE | |\r\n * | 5 | SKYBOX_MODE | |\r\n * | 6 | INVCUBIC_MODE | |\r\n * | 7 | EQUIRECTANGULAR_MODE | |\r\n * | 8 | FIXED_EQUIRECTANGULAR_MODE | |\r\n * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |\r\n */\r\n public set coordinatesMode(value: number) {\r\n if (this._coordinatesMode === value) {\r\n return;\r\n }\r\n this._coordinatesMode = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get coordinatesMode(): number {\r\n return this._coordinatesMode;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public get wrapU() {\r\n return this._wrapU;\r\n }\r\n public set wrapU(value: number) {\r\n this._wrapU = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public get wrapV() {\r\n return this._wrapV;\r\n }\r\n public set wrapV(value: number) {\r\n this._wrapV = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public wrapR = 1;\r\n\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n @serialize()\r\n public anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;\r\n\r\n private _isCube = false;\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get isCube(): boolean {\r\n if (!this._texture) {\r\n return this._isCube;\r\n }\r\n\r\n return this._texture.isCube;\r\n }\r\n\r\n public set isCube(value: boolean) {\r\n if (!this._texture) {\r\n this._isCube = value;\r\n } else {\r\n this._texture.isCube = value;\r\n }\r\n }\r\n\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get is3D(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is3D;\r\n }\r\n\r\n public set is3D(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is3D = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get is2DArray(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is2DArray;\r\n }\r\n\r\n public set is2DArray(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is2DArray = value;\r\n }\r\n\r\n private _gammaSpace = true;\r\n /**\r\n * Define if the texture contains data in gamma space (most of the png/jpg aside bump).\r\n * HDR texture are usually stored in linear space.\r\n * This only impacts the PBR and Background materials\r\n */\r\n @serialize()\r\n public get gammaSpace(): boolean {\r\n if (!this._texture) {\r\n return this._gammaSpace;\r\n } else {\r\n if (this._texture._gammaSpace === null) {\r\n this._texture._gammaSpace = this._gammaSpace;\r\n }\r\n }\r\n\r\n return this._texture._gammaSpace && !this._texture._useSRGBBuffer;\r\n }\r\n\r\n public set gammaSpace(gamma: boolean) {\r\n if (!this._texture) {\r\n if (this._gammaSpace === gamma) {\r\n return;\r\n }\r\n\r\n this._gammaSpace = gamma;\r\n } else {\r\n if (this._texture._gammaSpace === gamma) {\r\n return;\r\n }\r\n this._texture._gammaSpace = gamma;\r\n }\r\n\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets whether or not the texture contains RGBD data.\r\n */\r\n public get isRGBD(): boolean {\r\n return this._texture != null && this._texture._isRGBD;\r\n }\r\n public set isRGBD(value: boolean) {\r\n if (this._texture) { this._texture._isRGBD = value; }\r\n }\r\n\r\n /**\r\n * Is Z inverted in the texture (useful in a cube texture).\r\n */\r\n @serialize()\r\n public invertZ = false;\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public get noMipmap(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n @serialize()\r\n public lodLevelInAlpha = false;\r\n\r\n /**\r\n * With prefiltered texture, defined the offset used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationOffset(): number {\r\n if (this._texture) { return this._texture._lodGenerationOffset; }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationOffset(value: number) {\r\n if (this._texture) { this._texture._lodGenerationOffset = value; }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined the scale used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationScale(): number {\r\n if (this._texture) { return this._texture._lodGenerationScale; }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationScale(value: number) {\r\n if (this._texture) { this._texture._lodGenerationScale = value; }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined if the specular generation is based on a linear ramp.\r\n * By default we are using a log2 of the linear roughness helping to keep a better resolution for\r\n * average roughness values.\r\n */\r\n @serialize()\r\n public get linearSpecularLOD(): boolean {\r\n if (this._texture) { return this._texture._linearSpecularLOD; }\r\n\r\n return false;\r\n }\r\n public set linearSpecularLOD(value: boolean) {\r\n if (this._texture) { this._texture._linearSpecularLOD = value; }\r\n }\r\n\r\n /**\r\n * In case a better definition than spherical harmonics is required for the diffuse part of the environment.\r\n * You can set the irradiance texture to rely on a texture instead of the spherical approach.\r\n * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).\r\n */\r\n @serializeAsTexture()\r\n public get irradianceTexture(): Nullable<BaseTexture> {\r\n if (this._texture) { return this._texture._irradianceTexture; }\r\n\r\n return null;\r\n }\r\n public set irradianceTexture(value: Nullable<BaseTexture>) {\r\n if (this._texture) { this._texture._irradianceTexture = value; }\r\n }\r\n\r\n /**\r\n * Define if the texture is a render target.\r\n */\r\n @serialize()\r\n public isRenderTarget = false;\r\n\r\n /**\r\n * Define the unique id of the texture in the scene.\r\n */\r\n public get uid(): string {\r\n if (!this._uid) {\r\n this._uid = RandomGUID();\r\n }\r\n return this._uid;\r\n }\r\n\r\n /** @hidden */\r\n public _prefiltered: boolean = false;\r\n /** @hidden */\r\n public _forceSerialize: boolean = false;\r\n\r\n /**\r\n * Return a string representation of the texture.\r\n * @returns the texture as a string\r\n */\r\n public toString(): string {\r\n return this.name;\r\n }\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"BaseTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"BaseTexture\";\r\n }\r\n\r\n /**\r\n * Define the list of animation attached to the texture.\r\n */\r\n public animations = new Array<Animation>();\r\n\r\n /**\r\n * An event triggered when the texture is disposed.\r\n */\r\n public onDisposeObservable = new Observable<BaseTexture>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<BaseTexture>> = null;\r\n /**\r\n * Callback triggered when the texture has been disposed.\r\n * Kept for back compatibility, you can use the onDisposeObservable instead.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n protected _scene: Nullable<Scene> = null;\r\n\r\n /** @hidden */\r\n private _uid: Nullable<string> = null;\r\n\r\n /**\r\n * Define if the texture is preventing a material to render or not.\r\n * If not and the texture is not ready, the engine will use a default black texture instead.\r\n */\r\n public get isBlocking(): boolean {\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n protected _loadingError: boolean = false;\r\n protected _errorObject?: {\r\n message?: string;\r\n exception?: any;\r\n };\r\n\r\n /**\r\n * Was there any loading error?\r\n */\r\n public get loadingError(): boolean {\r\n return this._loadingError;\r\n }\r\n\r\n /**\r\n * If a loading error occurred this object will be populated with information about the error.\r\n */\r\n public get errorObject(): {\r\n message?: string;\r\n exception?: any;\r\n } | undefined {\r\n return this._errorObject;\r\n }\r\n\r\n /**\r\n * Instantiates a new BaseTexture.\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n * @param sceneOrEngine Define the scene or engine the texture belongs to\r\n */\r\n constructor(sceneOrEngine?: Nullable<Scene | ThinEngine>) {\r\n super(null);\r\n\r\n if (sceneOrEngine) {\r\n if (BaseTexture._isScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n }\r\n else {\r\n this._engine = sceneOrEngine;\r\n }\r\n }\r\n else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (this._scene) {\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._scene.addTexture(this);\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n this._uid = null;\r\n }\r\n\r\n /**\r\n * Get the scene the texture belongs to.\r\n * @returns the scene or null if undefined\r\n */\r\n public getScene(): Nullable<Scene> {\r\n return this._scene;\r\n }\r\n\r\n /** @hidden */\r\n protected _getEngine(): Nullable<ThinEngine> {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Checks if the texture has the same transform matrix than another texture\r\n * @param texture texture to check against\r\n * @returns true if the transforms are the same, else false\r\n */\r\n public checkTransformsAreIdentical(texture: Nullable<BaseTexture>): boolean {\r\n return texture !== null;\r\n }\r\n\r\n /**\r\n * Get the texture transform matrix used to offset tile the texture for instance.\r\n * @returns the transformation matrix\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return <Matrix>Matrix.IdentityReadOnly;\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return <Matrix>Matrix.IdentityReadOnly;\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be consumed (either it is ready or it is not blocking)\r\n * @returns true if ready, not blocking or if there was an error loading the texture\r\n */\r\n public isReadyOrNotBlocking(): boolean {\r\n return !this.isBlocking || this.isReady() || this.loadingError;\r\n }\r\n\r\n /**\r\n * Scales the texture if is `canRescale()`\r\n * @param ratio the resize factor we want to use to rescale\r\n */\r\n public scale(ratio: number): void {\r\n }\r\n\r\n /**\r\n * Get if the texture can rescale.\r\n */\r\n public get canRescale(): boolean {\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean, useSRGBBuffer?: boolean): Nullable<InternalTexture> {\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const correctedUseSRGBBuffer = engine._getUseSRGBBuffer(!!useSRGBBuffer, noMipmap);\r\n\r\n var texturesCache = engine.getLoadedTexturesCache();\r\n for (var index = 0; index < texturesCache.length; index++) {\r\n var texturesCacheEntry = texturesCache[index];\r\n\r\n if (useSRGBBuffer === undefined || correctedUseSRGBBuffer === texturesCacheEntry._useSRGBBuffer) {\r\n if (invertY === undefined || invertY === texturesCacheEntry.invertY) {\r\n if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {\r\n if (!sampling || sampling === texturesCacheEntry.samplingMode) {\r\n texturesCacheEntry.incrementReferences();\r\n return texturesCacheEntry;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n\r\n }\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get the texture underlying type (INT, FLOAT...)\r\n */\r\n public get textureType(): number {\r\n if (!this._texture) {\r\n return 0;\r\n }\r\n\r\n return (this._texture.type !== undefined) ? this._texture.type : 0;\r\n }\r\n\r\n /**\r\n * Get the texture underlying format (RGB, RGBA...)\r\n */\r\n public get textureFormat(): number {\r\n if (!this._texture) {\r\n return 5;\r\n }\r\n\r\n return (this._texture.format !== undefined) ? this._texture.format : 5;\r\n }\r\n\r\n /**\r\n * Indicates that textures need to be re-calculated for all materials\r\n */\r\n protected _markAllSubMeshesAsTexturesDirty() {\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n scene.markAllMaterialsAsDirty(1);\r\n }\r\n\r\n /**\r\n * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.\r\n * This will returns an RGBA array buffer containing either in values (0-255) or\r\n * float values (0-1) depending of the underlying buffer type.\r\n * @param faceIndex defines the face of the texture to read (in case of cube texture)\r\n * @param level defines the LOD level of the texture to read (in case of Mip Maps)\r\n * @param buffer defines a user defined buffer to fill with data (can be null)\r\n * @param flushRenderer true to flush the renderer from the pending commands before reading the pixels\r\n * @param noDataConversion false to convert the data to Uint8Array (if texture type is UNSIGNED_BYTE) or to Float32Array (if texture type is anything but UNSIGNED_BYTE). If true, the type of the generated buffer (if buffer==null) will depend on the type of the texture\r\n * @returns The Array buffer promise containing the pixels data.\r\n */\r\n public readPixels(faceIndex = 0, level = 0, buffer: Nullable<ArrayBufferView> = null, flushRenderer = true, noDataConversion = false): Nullable<Promise<ArrayBufferView>> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n var size = this.getSize();\r\n var width = size.width;\r\n var height = size.height;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n if (level != 0) {\r\n width = width / Math.pow(2, level);\r\n height = height / Math.pow(2, level);\r\n\r\n width = Math.round(width);\r\n height = Math.round(height);\r\n }\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion);\r\n }\r\n\r\n return engine._readTexturePixels(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _readPixelsSync(faceIndex = 0, level = 0, buffer: Nullable<ArrayBufferView> = null, flushRenderer = true, noDataConversion = false): Nullable<ArrayBufferView> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n var size = this.getSize();\r\n var width = size.width;\r\n var height = size.height;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n if (level != 0) {\r\n width = width / Math.pow(2, level);\r\n height = height / Math.pow(2, level);\r\n\r\n width = Math.round(width);\r\n height = Math.round(height);\r\n }\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixelsSync(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion);\r\n }\r\n\r\n return engine._readTexturePixelsSync(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public get _lodTextureHigh(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureHigh;\r\n }\r\n return null;\r\n }\r\n\r\n /** @hidden */\r\n public get _lodTextureMid(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureMid;\r\n }\r\n return null;\r\n }\r\n\r\n /** @hidden */\r\n public get _lodTextureLow(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureLow;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._scene) {\r\n // Animations\r\n if (this._scene.stopAnimation) {\r\n this._scene.stopAnimation(this);\r\n }\r\n\r\n // Remove from scene\r\n this._scene._removePendingData(this);\r\n var index = this._scene.textures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n this._scene.textures.splice(index, 1);\r\n }\r\n this._scene.onTextureRemovedObservable.notifyObservers(this);\r\n this._scene = null;\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.textures.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.textures.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this.metadata = null;\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the texture into a JSON representation that can be parsed later on.\r\n * @returns the JSON representation of the texture\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Helper function to be called back once a list of texture contains only ready textures.\r\n * @param textures Define the list of textures to wait for\r\n * @param callback Define the callback triggered once the entire list will be ready\r\n */\r\n public static WhenAllReady(textures: BaseTexture[], callback: () => void): void {\r\n let numRemaining = textures.length;\r\n if (numRemaining === 0) {\r\n callback();\r\n return;\r\n }\r\n\r\n for (var i = 0; i < textures.length; i++) {\r\n var texture = textures[i];\r\n\r\n if (texture.isReady()) {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n }\r\n else {\r\n var onLoadObservable = (texture as any).onLoadObservable as Observable<BaseTexture>;\r\n\r\n if (onLoadObservable) {\r\n onLoadObservable.addOnce(() => {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n });\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static _isScene(sceneOrEngine: Scene | ThinEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
@@ -9,7 +9,7 @@ import { Plane } from '../../Maths/math.plane';
9
9
  * @see https://doc.babylonjs.com/how_to/reflect#mirrors
10
10
  */
11
11
  export declare class MirrorTexture extends RenderTargetTexture {
12
- private scene;
12
+ private scene?;
13
13
  /**
14
14
  * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
15
15
  * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
@@ -77,7 +77,7 @@ export declare class MirrorTexture extends RenderTargetTexture {
77
77
  height: number;
78
78
  } | {
79
79
  ratio: number;
80
- }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
80
+ }, scene?: Scene | undefined, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
81
81
  private _preparePostProcesses;
82
82
  /**
83
83
  * Clone the mirror texture.
@@ -46,12 +46,16 @@ var MirrorTexture = /** @class */ (function (_super) {
46
46
  _this._blurKernelX = 0;
47
47
  _this._blurKernelY = 0;
48
48
  _this._blurRatio = 1.0;
49
+ _this.scene = _this.getScene();
50
+ if (!scene) {
51
+ return _this;
52
+ }
49
53
  _this.ignoreCameraViewport = true;
50
54
  _this._updateGammaSpace();
51
55
  _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
52
56
  _this._updateGammaSpace();
53
57
  });
54
- var engine = _this.getScene().getEngine();
58
+ var engine = scene.getEngine();
55
59
  if (engine.supportsUniformBuffers) {
56
60
  _this._sceneUBO = scene.createSceneUniformBuffer("Scene for Mirror Texture (name \"".concat(name, "\")"));
57
61
  }
@@ -1 +1 @@
1
- {"version":3,"file":"mirrorTexture.js","sourceRoot":"","sources":["../../../../sourceES6/core/Materials/Textures/mirrorTexture.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AACnE,OAAO,EAAE,OAAO,EAAE,MAAM,kCAAkC,CAAC;AAC3D,OAAO,EAAE,mBAAmB,EAAE,MAAM,8CAA8C,CAAC;AAEnF,OAAO,EAAE,eAAe,EAAE,MAAM,qCAAqC,CAAC;AAEtE,OAAO,EAAE,KAAK,EAAE,MAAM,wBAAwB,CAAC;AAE/C;;;;;;GAMG;AACH;IAAmC,iCAAmB;IAoHlD;;;;;;;;;;;;;;OAcG;IACH,uBAAY,IAAY,EAAE,IAAoE,EAAU,KAAY,EAAE,eAAyB,EAAE,IAAgB,EAAE,YAA4C,EAAE,mBAA0B;QAA1F,qBAAA,EAAA,QAAgB;QAAE,6BAAA,EAAA,eAAe,OAAO,CAAC,qBAAqB;QAAE,oCAAA,EAAA,0BAA0B;QAA3O,YACI,kBAAM,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,eAAe,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,YAAY,EAAE,mBAAmB,CAAC,SAuDlG;QAxDuG,WAAK,GAAL,KAAK,CAAO;QAlIpH;;;;WAIG;QACI,iBAAW,GAAG,IAAI,KAAK,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAkGnC,sBAAgB,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QACjC,mBAAa,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAI9B,yBAAmB,GAAG,CAAC,CAAC;QACxB,kBAAY,GAAG,CAAC,CAAC;QACjB,kBAAY,GAAG,CAAC,CAAC;QACjB,gBAAU,GAAG,GAAG,CAAC;QAsBrB,KAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAEjC,KAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,KAAI,CAAC,oCAAoC,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,GAAG,CAAC;YAClG,KAAI,CAAC,iBAAiB,EAAE,CAAC;QAC7B,CAAC,CAAC,CAAC;QAEH,IAAM,MAAM,GAAG,KAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC;QAE5C,IAAI,MAAM,CAAC,sBAAsB,EAAE;YAC/B,KAAI,CAAC,SAAS,GAAG,KAAK,CAAC,wBAAwB,CAAC,2CAAmC,IAAI,QAAI,CAAC,CAAC;SAChG;QAED,KAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC;;YAC5B,MAAA,MAAM,CAAC,eAAe,+CAAtB,MAAM,EAAmB,gCAAyB,IAAI,CAAE,EAAE,CAAC,CAAC,CAAC;QACjE,CAAC,CAAC,CAAC;QAEH,KAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC;;YAC7B,MAAA,MAAM,CAAC,cAAc,+CAArB,MAAM,EAAkB,CAAC,CAAC,CAAC;QAC/B,CAAC,CAAC,CAAC;QAEH,IAAI,aAA8B,CAAC;QAEnC,KAAI,CAAC,wBAAwB,CAAC,GAAG,CAAC;YAC9B,IAAI,KAAI,CAAC,SAAS,EAAE;gBAChB,KAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC,qBAAqB,EAAE,CAAC;gBACtD,KAAK,CAAC,qBAAqB,CAAC,KAAI,CAAC,SAAS,CAAC,CAAC;gBAC5C,KAAK,CAAC,qBAAqB,EAAE,CAAC,YAAY,EAAE,CAAC;aAChD;YAED,MAAM,CAAC,eAAe,CAAC,KAAI,CAAC,WAAW,EAAE,KAAI,CAAC,aAAa,CAAC,CAAC;YAC7D,KAAI,CAAC,aAAa,CAAC,aAAa,CAAC,KAAK,CAAC,aAAa,EAAE,EAAE,KAAI,CAAC,gBAAgB,CAAC,CAAC;YAE/E,KAAK,CAAC,kBAAkB,CAAC,KAAI,CAAC,gBAAgB,EAAE,KAAK,CAAC,mBAAmB,EAAE,CAAC,CAAC;YAE7E,aAAa,GAAG,KAAK,CAAC,SAAS,CAAC;YAChC,KAAK,CAAC,SAAS,GAAG,KAAI,CAAC,WAAW,CAAC;YAEnC,KAAK,CAAC,SAAS,EAAE,CAAC,aAAa,GAAG,KAAK,CAAC;YAExC,KAAK,CAAC,uBAAuB,GAAG,OAAO,CAAC,oBAAoB,CAAU,KAAK,CAAC,YAAa,CAAC,cAAc,EAAE,KAAI,CAAC,aAAa,CAAC,CAAC;QAClI,CAAC,CAAC,CAAC;QAEH,KAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC;YAC7B,IAAI,KAAI,CAAC,SAAS,EAAE;gBAChB,KAAK,CAAC,qBAAqB,CAAC,KAAI,CAAC,gBAAgB,CAAC,CAAC;aACtD;YACD,KAAK,CAAC,qBAAqB,EAAE,CAAC;YAC9B,KAAK,CAAC,SAAS,EAAE,CAAC,aAAa,GAAG,IAAI,CAAC;YACvC,KAAK,CAAC,uBAAuB,GAAG,IAAI,CAAC;YAErC,KAAK,CAAC,SAAS,GAAG,aAAa,CAAC;QACpC,CAAC,CAAC,CAAC;;IACP,CAAC;IAhLD,sBAAW,oCAAS;aASpB;YACI,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;QAdD;;WAEG;aACH,UAAqB,KAAa;YAC9B,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE;gBAC3B,OAAO;aACV;YAED,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;YACxB,IAAI,CAAC,qBAAqB,EAAE,CAAC;QACjC,CAAC;;;OAAA;IAUD,sBAAW,6CAAkB;QAJ7B;;;WAGG;aACH,UAA8B,KAAa;YACvC,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;YACjC,IAAI,CAAC,sBAAsB,EAAE,CAAC;QAClC,CAAC;;;OAAA;IAMD,sBAAW,qCAAU;QAJrB;;;WAGG;aACH,UAAsB,KAAa;YAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;YACzB,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QAC7B,CAAC;;;OAAA;IAMD,sBAAW,sCAAW;aAStB;YACI,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;QAfD;;;WAGG;aACH,UAAuB,KAAa;YAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;gBAC7B,OAAO;aACV;YAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;YAC1B,IAAI,CAAC,qBAAqB,EAAE,CAAC;QACjC,CAAC;;;OAAA;IAUD,sBAAW,sCAAW;aAStB;YACI,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;QAfD;;;WAGG;aACH,UAAuB,KAAa;YAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;gBAC7B,OAAO;aACV;YAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;YAC1B,IAAI,CAAC,qBAAqB,EAAE,CAAC;QACjC,CAAC;;;OAAA;IAMO,8CAAsB,GAA9B;QACI,IAAI,MAAM,GAAG,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC;QAE1C,IAAI,EAAE,GAAG,IAAI,CAAC,cAAc,EAAE,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;QACzD,IAAI,EAAE,GAAG,IAAI,CAAC,eAAe,EAAE,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;QAC3D,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,mBAAmB,GAAG,EAAE,CAAC;QACjD,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,mBAAmB,GAAG,EAAE,CAAC;IACrD,CAAC;IAES,uCAAe,GAAzB;QACI,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACxC,IAAI,CAAC,IAAI,CAAC,mBAAmB,EAAE;gBAC3B,IAAI,CAAC,qBAAqB,EAAE,CAAC;aAChC;SACJ;QAED,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,IAAI,CAAC,sBAAsB,EAAE,CAAC;SACjC;IACL,CAAC;IAEO,yCAAiB,GAAzB;QACI,IAAI,CAAC,UAAU,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,4BAA4B,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;IACxI,CAAC;IAyFO,6CAAqB,GAA7B;QACI,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAE9B,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,EAAE;YACxC,IAAI,MAAM,GAAW,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC;YAElD,IAAI,WAAW,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,kBAAkB,IAAI,MAAM,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAE9G,IAAI,CAAC,MAAM,GAAG,IAAI,eAAe,CAAC,iBAAiB,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,WAAW,CAAC,CAAC;YAC/K,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,KAAK,CAAC;YAE9B,IAAI,IAAI,CAAC,UAAU,KAAK,CAAC,IAAI,IAAI,CAAC,OAAO,GAAG,CAAC,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAC5D,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC,aAAc,CAAC;aAClD;iBAAM;gBACH,IAAI,CAAC,MAAM,CAAC,cAAc,GAAG,IAAI,CAAC;aACrC;YAED,IAAI,CAAC,MAAM,GAAG,IAAI,eAAe,CAAC,eAAe,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,WAAW,CAAC,CAAC;YAC7K,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,KAAK,CAAC;YAC9B,IAAI,CAAC,MAAM,CAAC,cAAc,GAAG,IAAI,CAAC,UAAU,KAAK,CAAC,CAAC;YAEnD,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;YACjC,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;SACpC;aACI;YACD,IAAI,IAAI,CAAC,MAAM,EAAE;gBACb,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;gBACpC,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;gBACtB,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;aACtB;YACD,IAAI,IAAI,CAAC,MAAM,EAAE;gBACb,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;gBACpC,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;gBACtB,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;aACtB;SACJ;IACL,CAAC;IAED;;;OAGG;IACI,6BAAK,GAAZ;QACI,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO,IAAI,CAAC;SACf;QAED,IAAI,WAAW,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QACjC,IAAI,UAAU,GAAG,IAAI,aAAa,CAC9B,IAAI,CAAC,IAAI,EACT,WAAW,CAAC,KAAK,EACjB,KAAK,EACL,IAAI,CAAC,oBAAoB,CAAC,eAAe,EACzC,IAAI,CAAC,oBAAoB,CAAC,IAAI,EAC9B,IAAI,CAAC,oBAAoB,CAAC,YAAY,EACtC,IAAI,CAAC,oBAAoB,CAAC,mBAAmB,CAChD,CAAC;QAEF,eAAe;QACf,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QACpC,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAE9B,iBAAiB;QACjB,UAAU,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,CAAC;QAClD,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,UAAU,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;SACpD;QAED,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;;OAGG;IACI,iCAAS,GAAhB;QACI,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;YACZ,OAAO,IAAI,CAAC;SACf;QAED,IAAI,mBAAmB,GAAG,iBAAM,SAAS,WAAE,CAAC;QAE5C,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,CAAC;QAE7D,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;OAEG;IACI,+BAAO,GAAd;;QACI,iBAAM,OAAO,WAAE,CAAC;QAChB,IAAI,CAAC,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,oCAAoC,CAAC,CAAC;QAC7G,MAAA,IAAI,CAAC,SAAS,0CAAE,OAAO,EAAE,CAAC;IAC9B,CAAC;IACL,oBAAC;AAAD,CAAC,AA9RD,CAAmC,mBAAmB,GA8RrD;;AAED,OAAO,CAAC,aAAa,GAAG,UAAC,IAAY,EAAE,gBAAwB,EAAE,KAAY,EAAE,eAAwB;IACnG,OAAO,IAAI,aAAa,CAAC,IAAI,EAAE,gBAAgB,EAAE,KAAK,EAAE,eAAe,CAAC,CAAC;AAC7E,CAAC,CAAC","sourcesContent":["import { Observer } from \"../../Misc/observable\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { BlurPostProcess } from \"../../PostProcesses/blurPostProcess\";\r\n\r\nimport { Plane } from '../../Maths/math.plane';\r\nimport { UniformBuffer } from \"../uniformBuffer\";\r\n/**\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/how_to/reflect#mirrors\r\n */\r\nexport class MirrorTexture extends RenderTargetTexture {\r\n /**\r\n * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.\r\n * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.\r\n * @see https://doc.babylonjs.com/how_to/reflect#mirrors\r\n */\r\n public mirrorPlane = new Plane(0, 1, 0, 1);\r\n\r\n /**\r\n * Define the blur ratio used to blur the reflection if needed.\r\n */\r\n public set blurRatio(value: number) {\r\n if (this._blurRatio === value) {\r\n return;\r\n }\r\n\r\n this._blurRatio = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurRatio(): number {\r\n return this._blurRatio;\r\n }\r\n\r\n /**\r\n * Define the adaptive blur kernel used to blur the reflection if needed.\r\n * This will autocompute the closest best match for the `blurKernel`\r\n */\r\n public set adaptiveBlurKernel(value: number) {\r\n this._adaptiveBlurKernel = value;\r\n this._autoComputeBlurKernel();\r\n }\r\n\r\n /**\r\n * Define the blur kernel used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernel(value: number) {\r\n this.blurKernelX = value;\r\n this.blurKernelY = value;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the X Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelX(value: number) {\r\n if (this._blurKernelX === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelX = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelX(): number {\r\n return this._blurKernelX;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the Y Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelY(value: number) {\r\n if (this._blurKernelY === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelY = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelY(): number {\r\n return this._blurKernelY;\r\n }\r\n\r\n private _autoComputeBlurKernel(): void {\r\n let engine = this.getScene()!.getEngine();\r\n\r\n let dw = this.getRenderWidth() / engine.getRenderWidth();\r\n let dh = this.getRenderHeight() / engine.getRenderHeight();\r\n this.blurKernelX = this._adaptiveBlurKernel * dw;\r\n this.blurKernelY = this._adaptiveBlurKernel * dh;\r\n }\r\n\r\n protected _onRatioRescale(): void {\r\n if (this._sizeRatio) {\r\n this.resize(this._initialSizeParameter);\r\n if (!this._adaptiveBlurKernel) {\r\n this._preparePostProcesses();\r\n }\r\n }\r\n\r\n if (this._adaptiveBlurKernel) {\r\n this._autoComputeBlurKernel();\r\n }\r\n }\r\n\r\n private _updateGammaSpace() {\r\n this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;\r\n }\r\n\r\n private _imageProcessingConfigChangeObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n private _transformMatrix = Matrix.Zero();\r\n private _mirrorMatrix = Matrix.Zero();\r\n\r\n private _blurX: Nullable<BlurPostProcess>;\r\n private _blurY: Nullable<BlurPostProcess>;\r\n private _adaptiveBlurKernel = 0;\r\n private _blurKernelX = 0;\r\n private _blurKernelY = 0;\r\n private _blurRatio = 1.0;\r\n private _sceneUBO: UniformBuffer;\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /**\r\n * Instantiates a Mirror Texture.\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/how_to/reflect#mirrors\r\n * @param name\r\n * @param size\r\n * @param scene\r\n * @param generateMipMaps\r\n * @param type\r\n * @param samplingMode\r\n * @param generateDepthBuffer\r\n */\r\n constructor(name: string, size: number | { width: number, height: number } | { ratio: number }, private scene: Scene, generateMipMaps?: boolean, type: number = 0, samplingMode = Texture.BILINEAR_SAMPLINGMODE, generateDepthBuffer = true) {\r\n super(name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer);\r\n\r\n this.ignoreCameraViewport = true;\r\n\r\n this._updateGammaSpace();\r\n this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateGammaSpace();\r\n });\r\n\r\n const engine = this.getScene()!.getEngine();\r\n\r\n if (engine.supportsUniformBuffers) {\r\n this._sceneUBO = scene.createSceneUniformBuffer(`Scene for Mirror Texture (name \"${name}\")`);\r\n }\r\n\r\n this.onBeforeBindObservable.add(() => {\r\n engine._debugPushGroup?.(`mirror generation for ${name}`, 1);\r\n });\r\n\r\n this.onAfterUnbindObservable.add(() => {\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n let saveClipPlane: Nullable<Plane>;\r\n\r\n this.onBeforeRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n this._currentSceneUBO = scene.getSceneUniformBuffer();\r\n scene.setSceneUniformBuffer(this._sceneUBO);\r\n scene.getSceneUniformBuffer().unbindEffect();\r\n }\r\n\r\n Matrix.ReflectionToRef(this.mirrorPlane, this._mirrorMatrix);\r\n this._mirrorMatrix.multiplyToRef(scene.getViewMatrix(), this._transformMatrix);\r\n\r\n scene.setTransformMatrix(this._transformMatrix, scene.getProjectionMatrix());\r\n\r\n saveClipPlane = scene.clipPlane;\r\n scene.clipPlane = this.mirrorPlane;\r\n\r\n scene.getEngine().cullBackFaces = false;\r\n\r\n scene._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene.activeCamera).globalPosition, this._mirrorMatrix);\r\n });\r\n\r\n this.onAfterRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n scene.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene.updateTransformMatrix();\r\n scene.getEngine().cullBackFaces = null;\r\n scene._mirroredCameraPosition = null;\r\n\r\n scene.clipPlane = saveClipPlane;\r\n });\r\n }\r\n\r\n private _preparePostProcesses(): void {\r\n this.clearPostProcesses(true);\r\n\r\n if (this._blurKernelX && this._blurKernelY) {\r\n var engine = (<Scene>this.getScene()).getEngine();\r\n\r\n var textureType = engine.getCaps().textureFloatRender && engine.getCaps().textureFloatLinearFiltering ? 1 : 2;\r\n\r\n this._blurX = new BlurPostProcess(\"horizontal blur\", new Vector2(1.0, 0), this._blurKernelX, this._blurRatio, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, textureType);\r\n this._blurX.autoClear = false;\r\n\r\n if (this._blurRatio === 1 && this.samples < 2 && this._texture) {\r\n this._blurX.inputTexture = this._renderTarget!;\r\n } else {\r\n this._blurX.alwaysForcePOT = true;\r\n }\r\n\r\n this._blurY = new BlurPostProcess(\"vertical blur\", new Vector2(0, 1.0), this._blurKernelY, this._blurRatio, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, textureType);\r\n this._blurY.autoClear = false;\r\n this._blurY.alwaysForcePOT = this._blurRatio !== 1;\r\n\r\n this.addPostProcess(this._blurX);\r\n this.addPostProcess(this._blurY);\r\n }\r\n else {\r\n if (this._blurY) {\r\n this.removePostProcess(this._blurY);\r\n this._blurY.dispose();\r\n this._blurY = null;\r\n }\r\n if (this._blurX) {\r\n this.removePostProcess(this._blurX);\r\n this._blurX.dispose();\r\n this._blurX = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clone the mirror texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): MirrorTexture {\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n var textureSize = this.getSize();\r\n var newTexture = new MirrorTexture(\r\n this.name,\r\n textureSize.width,\r\n scene,\r\n this._renderTargetOptions.generateMipMaps,\r\n this._renderTargetOptions.type,\r\n this._renderTargetOptions.samplingMode,\r\n this._renderTargetOptions.generateDepthBuffer\r\n );\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Mirror Texture\r\n newTexture.mirrorPlane = this.mirrorPlane.clone();\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation you could use in Parse later on\r\n * @returns the serialized JSON representation\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n var serializationObject = super.serialize();\r\n\r\n serializationObject.mirrorPlane = this.mirrorPlane.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);\r\n this._sceneUBO?.dispose();\r\n }\r\n}\r\n\r\nTexture._CreateMirror = (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean): MirrorTexture => {\r\n return new MirrorTexture(name, renderTargetSize, scene, generateMipMaps);\r\n};"]}
1
+ {"version":3,"file":"mirrorTexture.js","sourceRoot":"","sources":["../../../../sourceES6/core/Materials/Textures/mirrorTexture.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AACnE,OAAO,EAAE,OAAO,EAAE,MAAM,kCAAkC,CAAC;AAC3D,OAAO,EAAE,mBAAmB,EAAE,MAAM,8CAA8C,CAAC;AAEnF,OAAO,EAAE,eAAe,EAAE,MAAM,qCAAqC,CAAC;AAEtE,OAAO,EAAE,KAAK,EAAE,MAAM,wBAAwB,CAAC;AAE/C;;;;;;GAMG;AACH;IAAmC,iCAAmB;IAoHlD;;;;;;;;;;;;;;OAcG;IACH,uBAAY,IAAY,EAAE,IAAoE,EAAU,KAAa,EAAE,eAAyB,EAAE,IAAgB,EAAE,YAA4C,EAAE,mBAA0B;QAA1F,qBAAA,EAAA,QAAgB;QAAE,6BAAA,EAAA,eAAe,OAAO,CAAC,qBAAqB;QAAE,oCAAA,EAAA,0BAA0B;QAA5O,YACI,kBAAM,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,eAAe,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,YAAY,EAAE,mBAAmB,CAAC,SA4DlG;QA7DuG,WAAK,GAAL,KAAK,CAAQ;QAlIrH;;;;WAIG;QACI,iBAAW,GAAG,IAAI,KAAK,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAkGnC,sBAAgB,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QACjC,mBAAa,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAI9B,yBAAmB,GAAG,CAAC,CAAC;QACxB,kBAAY,GAAG,CAAC,CAAC;QACjB,kBAAY,GAAG,CAAC,CAAC;QACjB,gBAAU,GAAG,GAAG,CAAC;QAsBrB,KAAI,CAAC,KAAK,GAAU,KAAI,CAAC,QAAQ,EAAE,CAAC;QAEpC,IAAI,CAAC,KAAK,EAAE;YACR,OAAO,KAAI,CAAC;SACf;QACD,KAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAEjC,KAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,KAAI,CAAC,oCAAoC,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,GAAG,CAAC;YAClG,KAAI,CAAC,iBAAiB,EAAE,CAAC;QAC7B,CAAC,CAAC,CAAC;QAEH,IAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,MAAM,CAAC,sBAAsB,EAAE;YAC/B,KAAI,CAAC,SAAS,GAAG,KAAK,CAAC,wBAAwB,CAAC,2CAAmC,IAAI,QAAI,CAAC,CAAC;SAChG;QAED,KAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC;;YAC5B,MAAA,MAAM,CAAC,eAAe,+CAAtB,MAAM,EAAmB,gCAAyB,IAAI,CAAE,EAAE,CAAC,CAAC,CAAC;QACjE,CAAC,CAAC,CAAC;QAEH,KAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC;;YAC7B,MAAA,MAAM,CAAC,cAAc,+CAArB,MAAM,EAAkB,CAAC,CAAC,CAAC;QAC/B,CAAC,CAAC,CAAC;QAEH,IAAI,aAA8B,CAAC;QAEnC,KAAI,CAAC,wBAAwB,CAAC,GAAG,CAAC;YAC9B,IAAI,KAAI,CAAC,SAAS,EAAE;gBAChB,KAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC,qBAAqB,EAAE,CAAC;gBACtD,KAAK,CAAC,qBAAqB,CAAC,KAAI,CAAC,SAAS,CAAC,CAAC;gBAC5C,KAAK,CAAC,qBAAqB,EAAE,CAAC,YAAY,EAAE,CAAC;aAChD;YAED,MAAM,CAAC,eAAe,CAAC,KAAI,CAAC,WAAW,EAAE,KAAI,CAAC,aAAa,CAAC,CAAC;YAC7D,KAAI,CAAC,aAAa,CAAC,aAAa,CAAC,KAAK,CAAC,aAAa,EAAE,EAAE,KAAI,CAAC,gBAAgB,CAAC,CAAC;YAE/E,KAAK,CAAC,kBAAkB,CAAC,KAAI,CAAC,gBAAgB,EAAE,KAAK,CAAC,mBAAmB,EAAE,CAAC,CAAC;YAE7E,aAAa,GAAG,KAAK,CAAC,SAAS,CAAC;YAChC,KAAK,CAAC,SAAS,GAAG,KAAI,CAAC,WAAW,CAAC;YAEnC,KAAK,CAAC,SAAS,EAAE,CAAC,aAAa,GAAG,KAAK,CAAC;YAExC,KAAK,CAAC,uBAAuB,GAAG,OAAO,CAAC,oBAAoB,CAAU,KAAK,CAAC,YAAa,CAAC,cAAc,EAAE,KAAI,CAAC,aAAa,CAAC,CAAC;QAClI,CAAC,CAAC,CAAC;QAEH,KAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC;YAC7B,IAAI,KAAI,CAAC,SAAS,EAAE;gBAChB,KAAK,CAAC,qBAAqB,CAAC,KAAI,CAAC,gBAAgB,CAAC,CAAC;aACtD;YACD,KAAK,CAAC,qBAAqB,EAAE,CAAC;YAC9B,KAAK,CAAC,SAAS,EAAE,CAAC,aAAa,GAAG,IAAI,CAAC;YACvC,KAAK,CAAC,uBAAuB,GAAG,IAAI,CAAC;YAErC,KAAK,CAAC,SAAS,GAAG,aAAa,CAAC;QACpC,CAAC,CAAC,CAAC;;IACP,CAAC;IArLD,sBAAW,oCAAS;aASpB;YACI,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;QAdD;;WAEG;aACH,UAAqB,KAAa;YAC9B,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE;gBAC3B,OAAO;aACV;YAED,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;YACxB,IAAI,CAAC,qBAAqB,EAAE,CAAC;QACjC,CAAC;;;OAAA;IAUD,sBAAW,6CAAkB;QAJ7B;;;WAGG;aACH,UAA8B,KAAa;YACvC,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;YACjC,IAAI,CAAC,sBAAsB,EAAE,CAAC;QAClC,CAAC;;;OAAA;IAMD,sBAAW,qCAAU;QAJrB;;;WAGG;aACH,UAAsB,KAAa;YAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;YACzB,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QAC7B,CAAC;;;OAAA;IAMD,sBAAW,sCAAW;aAStB;YACI,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;QAfD;;;WAGG;aACH,UAAuB,KAAa;YAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;gBAC7B,OAAO;aACV;YAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;YAC1B,IAAI,CAAC,qBAAqB,EAAE,CAAC;QACjC,CAAC;;;OAAA;IAUD,sBAAW,sCAAW;aAStB;YACI,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;QAfD;;;WAGG;aACH,UAAuB,KAAa;YAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;gBAC7B,OAAO;aACV;YAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;YAC1B,IAAI,CAAC,qBAAqB,EAAE,CAAC;QACjC,CAAC;;;OAAA;IAMO,8CAAsB,GAA9B;QACI,IAAI,MAAM,GAAG,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC;QAE1C,IAAI,EAAE,GAAG,IAAI,CAAC,cAAc,EAAE,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;QACzD,IAAI,EAAE,GAAG,IAAI,CAAC,eAAe,EAAE,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;QAC3D,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,mBAAmB,GAAG,EAAE,CAAC;QACjD,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,mBAAmB,GAAG,EAAE,CAAC;IACrD,CAAC;IAES,uCAAe,GAAzB;QACI,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACxC,IAAI,CAAC,IAAI,CAAC,mBAAmB,EAAE;gBAC3B,IAAI,CAAC,qBAAqB,EAAE,CAAC;aAChC;SACJ;QAED,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,IAAI,CAAC,sBAAsB,EAAE,CAAC;SACjC;IACL,CAAC;IAEO,yCAAiB,GAAzB;QACI,IAAI,CAAC,UAAU,GAAG,CAAC,IAAI,CAAC,KAAM,CAAC,4BAA4B,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,KAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;IAC1I,CAAC;IA8FO,6CAAqB,GAA7B;QACI,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAE9B,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,EAAE;YACxC,IAAI,MAAM,GAAW,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC;YAElD,IAAI,WAAW,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,kBAAkB,IAAI,MAAM,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAE9G,IAAI,CAAC,MAAM,GAAG,IAAI,eAAe,CAAC,iBAAiB,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,WAAW,CAAC,CAAC;YAC/K,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,KAAK,CAAC;YAE9B,IAAI,IAAI,CAAC,UAAU,KAAK,CAAC,IAAI,IAAI,CAAC,OAAO,GAAG,CAAC,IAAI,IAAI,CAAC,QAAQ,EAAE;gBAC5D,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC,aAAc,CAAC;aAClD;iBAAM;gBACH,IAAI,CAAC,MAAM,CAAC,cAAc,GAAG,IAAI,CAAC;aACrC;YAED,IAAI,CAAC,MAAM,GAAG,IAAI,eAAe,CAAC,eAAe,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,WAAW,CAAC,CAAC;YAC7K,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,KAAK,CAAC;YAC9B,IAAI,CAAC,MAAM,CAAC,cAAc,GAAG,IAAI,CAAC,UAAU,KAAK,CAAC,CAAC;YAEnD,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;YACjC,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;SACpC;aACI;YACD,IAAI,IAAI,CAAC,MAAM,EAAE;gBACb,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;gBACpC,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;gBACtB,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;aACtB;YACD,IAAI,IAAI,CAAC,MAAM,EAAE;gBACb,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;gBACpC,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;gBACtB,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;aACtB;SACJ;IACL,CAAC;IAED;;;OAGG;IACI,6BAAK,GAAZ;QACI,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO,IAAI,CAAC;SACf;QAED,IAAI,WAAW,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QACjC,IAAI,UAAU,GAAG,IAAI,aAAa,CAC9B,IAAI,CAAC,IAAI,EACT,WAAW,CAAC,KAAK,EACjB,KAAK,EACL,IAAI,CAAC,oBAAoB,CAAC,eAAe,EACzC,IAAI,CAAC,oBAAoB,CAAC,IAAI,EAC9B,IAAI,CAAC,oBAAoB,CAAC,YAAY,EACtC,IAAI,CAAC,oBAAoB,CAAC,mBAAmB,CAChD,CAAC;QAEF,eAAe;QACf,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QACpC,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAE9B,iBAAiB;QACjB,UAAU,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,CAAC;QAClD,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,UAAU,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;SACpD;QAED,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;;OAGG;IACI,iCAAS,GAAhB;QACI,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;YACZ,OAAO,IAAI,CAAC;SACf;QAED,IAAI,mBAAmB,GAAG,iBAAM,SAAS,WAAE,CAAC;QAE5C,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,CAAC;QAE7D,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;OAEG;IACI,+BAAO,GAAd;;QACI,iBAAM,OAAO,WAAE,CAAC;QAChB,IAAI,CAAC,KAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,oCAAoC,CAAC,CAAC;QAC9G,MAAA,IAAI,CAAC,SAAS,0CAAE,OAAO,EAAE,CAAC;IAC9B,CAAC;IACL,oBAAC;AAAD,CAAC,AAnSD,CAAmC,mBAAmB,GAmSrD;;AAED,OAAO,CAAC,aAAa,GAAG,UAAC,IAAY,EAAE,gBAAwB,EAAE,KAAY,EAAE,eAAwB;IACnG,OAAO,IAAI,aAAa,CAAC,IAAI,EAAE,gBAAgB,EAAE,KAAK,EAAE,eAAe,CAAC,CAAC;AAC7E,CAAC,CAAC","sourcesContent":["import { Observer } from \"../../Misc/observable\";\r\nimport { Nullable } from \"../../types\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { BlurPostProcess } from \"../../PostProcesses/blurPostProcess\";\r\n\r\nimport { Plane } from '../../Maths/math.plane';\r\nimport { UniformBuffer } from \"../uniformBuffer\";\r\n/**\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/how_to/reflect#mirrors\r\n */\r\nexport class MirrorTexture extends RenderTargetTexture {\r\n /**\r\n * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.\r\n * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.\r\n * @see https://doc.babylonjs.com/how_to/reflect#mirrors\r\n */\r\n public mirrorPlane = new Plane(0, 1, 0, 1);\r\n\r\n /**\r\n * Define the blur ratio used to blur the reflection if needed.\r\n */\r\n public set blurRatio(value: number) {\r\n if (this._blurRatio === value) {\r\n return;\r\n }\r\n\r\n this._blurRatio = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurRatio(): number {\r\n return this._blurRatio;\r\n }\r\n\r\n /**\r\n * Define the adaptive blur kernel used to blur the reflection if needed.\r\n * This will autocompute the closest best match for the `blurKernel`\r\n */\r\n public set adaptiveBlurKernel(value: number) {\r\n this._adaptiveBlurKernel = value;\r\n this._autoComputeBlurKernel();\r\n }\r\n\r\n /**\r\n * Define the blur kernel used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernel(value: number) {\r\n this.blurKernelX = value;\r\n this.blurKernelY = value;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the X Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelX(value: number) {\r\n if (this._blurKernelX === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelX = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelX(): number {\r\n return this._blurKernelX;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the Y Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelY(value: number) {\r\n if (this._blurKernelY === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelY = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelY(): number {\r\n return this._blurKernelY;\r\n }\r\n\r\n private _autoComputeBlurKernel(): void {\r\n let engine = this.getScene()!.getEngine();\r\n\r\n let dw = this.getRenderWidth() / engine.getRenderWidth();\r\n let dh = this.getRenderHeight() / engine.getRenderHeight();\r\n this.blurKernelX = this._adaptiveBlurKernel * dw;\r\n this.blurKernelY = this._adaptiveBlurKernel * dh;\r\n }\r\n\r\n protected _onRatioRescale(): void {\r\n if (this._sizeRatio) {\r\n this.resize(this._initialSizeParameter);\r\n if (!this._adaptiveBlurKernel) {\r\n this._preparePostProcesses();\r\n }\r\n }\r\n\r\n if (this._adaptiveBlurKernel) {\r\n this._autoComputeBlurKernel();\r\n }\r\n }\r\n\r\n private _updateGammaSpace() {\r\n this.gammaSpace = !this.scene!.imageProcessingConfiguration.isEnabled || !this.scene!.imageProcessingConfiguration.applyByPostProcess;\r\n }\r\n\r\n private _imageProcessingConfigChangeObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n private _transformMatrix = Matrix.Zero();\r\n private _mirrorMatrix = Matrix.Zero();\r\n\r\n private _blurX: Nullable<BlurPostProcess>;\r\n private _blurY: Nullable<BlurPostProcess>;\r\n private _adaptiveBlurKernel = 0;\r\n private _blurKernelX = 0;\r\n private _blurKernelY = 0;\r\n private _blurRatio = 1.0;\r\n private _sceneUBO: UniformBuffer;\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /**\r\n * Instantiates a Mirror Texture.\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/how_to/reflect#mirrors\r\n * @param name\r\n * @param size\r\n * @param scene\r\n * @param generateMipMaps\r\n * @param type\r\n * @param samplingMode\r\n * @param generateDepthBuffer\r\n */\r\n constructor(name: string, size: number | { width: number, height: number } | { ratio: number }, private scene?: Scene, generateMipMaps?: boolean, type: number = 0, samplingMode = Texture.BILINEAR_SAMPLINGMODE, generateDepthBuffer = true) {\r\n super(name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer);\r\n\r\n this.scene = <Scene>this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n this.ignoreCameraViewport = true;\r\n\r\n this._updateGammaSpace();\r\n this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateGammaSpace();\r\n });\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.supportsUniformBuffers) {\r\n this._sceneUBO = scene.createSceneUniformBuffer(`Scene for Mirror Texture (name \"${name}\")`);\r\n }\r\n\r\n this.onBeforeBindObservable.add(() => {\r\n engine._debugPushGroup?.(`mirror generation for ${name}`, 1);\r\n });\r\n\r\n this.onAfterUnbindObservable.add(() => {\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n let saveClipPlane: Nullable<Plane>;\r\n\r\n this.onBeforeRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n this._currentSceneUBO = scene.getSceneUniformBuffer();\r\n scene.setSceneUniformBuffer(this._sceneUBO);\r\n scene.getSceneUniformBuffer().unbindEffect();\r\n }\r\n\r\n Matrix.ReflectionToRef(this.mirrorPlane, this._mirrorMatrix);\r\n this._mirrorMatrix.multiplyToRef(scene.getViewMatrix(), this._transformMatrix);\r\n\r\n scene.setTransformMatrix(this._transformMatrix, scene.getProjectionMatrix());\r\n\r\n saveClipPlane = scene.clipPlane;\r\n scene.clipPlane = this.mirrorPlane;\r\n\r\n scene.getEngine().cullBackFaces = false;\r\n\r\n scene._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene.activeCamera).globalPosition, this._mirrorMatrix);\r\n });\r\n\r\n this.onAfterRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n scene.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene.updateTransformMatrix();\r\n scene.getEngine().cullBackFaces = null;\r\n scene._mirroredCameraPosition = null;\r\n\r\n scene.clipPlane = saveClipPlane;\r\n });\r\n }\r\n\r\n private _preparePostProcesses(): void {\r\n this.clearPostProcesses(true);\r\n\r\n if (this._blurKernelX && this._blurKernelY) {\r\n var engine = (<Scene>this.getScene()).getEngine();\r\n\r\n var textureType = engine.getCaps().textureFloatRender && engine.getCaps().textureFloatLinearFiltering ? 1 : 2;\r\n\r\n this._blurX = new BlurPostProcess(\"horizontal blur\", new Vector2(1.0, 0), this._blurKernelX, this._blurRatio, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, textureType);\r\n this._blurX.autoClear = false;\r\n\r\n if (this._blurRatio === 1 && this.samples < 2 && this._texture) {\r\n this._blurX.inputTexture = this._renderTarget!;\r\n } else {\r\n this._blurX.alwaysForcePOT = true;\r\n }\r\n\r\n this._blurY = new BlurPostProcess(\"vertical blur\", new Vector2(0, 1.0), this._blurKernelY, this._blurRatio, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, textureType);\r\n this._blurY.autoClear = false;\r\n this._blurY.alwaysForcePOT = this._blurRatio !== 1;\r\n\r\n this.addPostProcess(this._blurX);\r\n this.addPostProcess(this._blurY);\r\n }\r\n else {\r\n if (this._blurY) {\r\n this.removePostProcess(this._blurY);\r\n this._blurY.dispose();\r\n this._blurY = null;\r\n }\r\n if (this._blurX) {\r\n this.removePostProcess(this._blurX);\r\n this._blurX.dispose();\r\n this._blurX = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clone the mirror texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): MirrorTexture {\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n var textureSize = this.getSize();\r\n var newTexture = new MirrorTexture(\r\n this.name,\r\n textureSize.width,\r\n scene,\r\n this._renderTargetOptions.generateMipMaps,\r\n this._renderTargetOptions.type,\r\n this._renderTargetOptions.samplingMode,\r\n this._renderTargetOptions.generateDepthBuffer\r\n );\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Mirror Texture\r\n newTexture.mirrorPlane = this.mirrorPlane.clone();\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation you could use in Parse later on\r\n * @returns the serialized JSON representation\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n var serializationObject = super.serialize();\r\n\r\n serializationObject.mirrorPlane = this.mirrorPlane.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this.scene!.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);\r\n this._sceneUBO?.dispose();\r\n }\r\n}\r\n\r\nTexture._CreateMirror = (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean): MirrorTexture => {\r\n return new MirrorTexture(name, renderTargetSize, scene, generateMipMaps);\r\n};"]}
@@ -103,7 +103,7 @@ export declare class MultiRenderTarget extends RenderTargetTexture {
103
103
  * @param options Define the options used to create the multi render target
104
104
  * @param textureNames Define the names to set to the textures (if count > 0 - optional)
105
105
  */
106
- constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions, textureNames?: string[]);
106
+ constructor(name: string, size: any, count: number, scene?: Scene, options?: IMultiRenderTargetOptions, textureNames?: string[]);
107
107
  private _initTypes;
108
108
  /** @hidden */
109
109
  _rebuild(forceFullRebuild?: boolean, textureNames?: string[]): void;
@@ -1 +1 @@
1
- {"version":3,"file":"multiRenderTarget.js","sourceRoot":"","sources":["../../../../sourceES6/core/Materials/Textures/multiRenderTarget.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,OAAO,EAAE,MAAM,kCAAkC,CAAC;AAC3D,OAAO,EAAE,mBAAmB,EAAE,MAAM,8CAA8C,CAAC;AAGnF,OAAO,6CAA6C,CAAC;AAqDrD;;;;;GAKG;AACH;IAAuC,qCAAmB;IA2DtD;;;;;;;;;;;;OAYG;IACH,2BAAY,IAAY,EAAE,IAAS,EAAE,KAAa,EAAE,KAAY,EAAE,OAAmC,EAAE,YAAuB;QAA9H,iBA+CC;QA9CG,IAAI,eAAe,GAAG,OAAO,IAAI,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,KAAK,CAAC;QAC3F,IAAI,oBAAoB,GAAG,OAAO,IAAI,OAAO,CAAC,oBAAoB,CAAC,CAAC,CAAC,OAAO,CAAC,oBAAoB,CAAC,CAAC,CAAC,KAAK,CAAC;QAC1G,IAAI,kBAAkB,GAAG,OAAO,IAAI,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,CAAC;QACjG,IAAI,sBAAsB,GAAG,CAAC,OAAO,IAAI,OAAO,CAAC,sBAAsB,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,sBAAsB,CAAC;QAC9H,IAAI,kCAAkC,GAAG,OAAO,IAAI,OAAO,CAAC,kCAAkC,CAAC,CAAC,CAAC,OAAO,CAAC,kCAAkC,CAAC,CAAC,CAAC,KAAK,CAAC;QACpJ,QAAA,kBAAM,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,eAAe,EAAE,sBAAsB,EAC5D,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,SAAC;QAEV,IAAI,CAAC,KAAI,CAAC,WAAW,EAAE;YACnB,KAAI,CAAC,OAAO,EAAE,CAAC;YACf,OAAO;SACV;QAED,IAAI,KAAK,GAAa,EAAE,CAAC;QACzB,IAAI,aAAa,GAAa,EAAE,CAAC;QACjC,KAAI,CAAC,UAAU,CAAC,KAAK,EAAE,KAAK,EAAE,aAAa,EAAE,OAAO,CAAC,CAAC;QAEtD,IAAI,mBAAmB,GAAG,CAAC,OAAO,IAAI,OAAO,CAAC,mBAAmB,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,mBAAmB,CAAC;QACrH,IAAI,qBAAqB,GAAG,CAAC,OAAO,IAAI,OAAO,CAAC,qBAAqB,KAAK,SAAS,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,OAAO,CAAC,qBAAqB,CAAC;QAE5H,KAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,KAAI,CAAC,yBAAyB,GAAG;YAC7B,aAAa,EAAE,aAAa;YAC5B,eAAe,EAAE,eAAe;YAChC,mBAAmB,EAAE,mBAAmB;YACxC,qBAAqB,EAAE,qBAAqB;YAC5C,oBAAoB,EAAE,oBAAoB;YAC1C,kBAAkB,EAAE,kBAAkB;YACtC,KAAK,EAAE,KAAK;YACZ,YAAY,EAAE,KAAK;SACtB,CAAC;QAEF,KAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,KAAI,CAAC,mCAAmC,GAAG,kCAAkC,CAAC;QAE9E,IAAI,KAAK,GAAG,CAAC,EAAE;YACX,KAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,KAAI,CAAC,eAAe,CAAC,YAAY,CAAC,CAAC;SACtC;;IACL,CAAC;IA7GD,sBAAW,0CAAW;QAHtB;;WAEG;aACH;;YACI,OAAO,MAAA,MAAA,IAAI,CAAC,OAAO,0CAAE,OAAO,GAAG,oBAAoB,mCAAI,KAAK,CAAC;QACjE,CAAC;;;OAAA;IAKD,sBAAW,uCAAQ;QAHnB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,SAAS,CAAC;QAC1B,CAAC;;;OAAA;IAKD,sBAAW,oCAAK;QAHhB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,MAAM,CAAC;QACvB,CAAC;;;OAAA;IAKD,sBAAW,2CAAY;QAHvB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACrD,CAAC;;;OAAA;IAMD,sBAAW,oCAAK;QAJhB;;;WAGG;aACH,UAAiB,IAAY;YACzB,IAAI,IAAI,CAAC,SAAS,EAAE;gBAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oBAC5C,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC;iBAClC;aACJ;QACL,CAAC;;;OAAA;IAMD,sBAAW,oCAAK;QAJhB;;;WAGG;aACH,UAAiB,IAAY;YACzB,IAAI,IAAI,CAAC,SAAS,EAAE;gBAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oBAC5C,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC;iBAClC;aACJ;QACL,CAAC;;;OAAA;IAgEO,sCAAU,GAAlB,UAAmB,KAAa,EAAE,KAAe,EAAE,aAAuB,EAAE,OAAmC;QAC3G,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,EAAE;YAC5B,IAAI,OAAO,IAAI,OAAO,CAAC,KAAK,IAAI,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS,EAAE;gBAC5D,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;aAChC;iBAAM;gBACH,KAAK,CAAC,IAAI,CAAC,OAAO,IAAI,OAAO,CAAC,WAAW,CAAC,CAAC,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;aACxE;YAED,IAAI,OAAO,IAAI,OAAO,CAAC,aAAa,IAAI,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,KAAK,SAAS,EAAE;gBAC5E,aAAa,CAAC,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;aAChD;iBAAM;gBACH,aAAa,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC;aACrD;SACJ;IACL,CAAC;IAED,cAAc;IACP,oCAAQ,GAAf,UAAgB,gBAAiC,EAAE,YAAuB;QAA1D,iCAAA,EAAA,wBAAiC;QAC7C,IAAI,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE;YACjB,OAAO;SACV;QAED,IAAI,CAAC,uBAAuB,EAAE,CAAC;QAC/B,IAAI,CAAC,uBAAuB,EAAE,CAAC;QAE/B,IAAI,gBAAgB,EAAE;YAClB,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,CAAC;SACtC;QAED,IAAM,gBAAgB,GAAG,IAAI,CAAC,aAAc,CAAC,QAAS,CAAC;QACvD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,gBAAgB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC9C,IAAI,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;YAChC,OAAO,CAAC,QAAQ,GAAG,gBAAgB,CAAC,CAAC,CAAC,CAAC;SAC1C;QAED,IAAI,IAAI,CAAC,OAAO,KAAK,CAAC,EAAE;YACpB,IAAI,CAAC,aAAc,CAAC,UAAU,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC,IAAI,CAAC,mCAAmC,EAAE,IAAI,CAAC,CAAC;SACjG;IACL,CAAC;IAEO,mDAAuB,GAA/B;QACI,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,UAAU,EAAG,CAAC,0BAA0B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,yBAAyB,EAAE,CAAC,IAAI,CAAC,mCAAmC,CAAC,CAAC;QAC1J,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC;IAC/C,CAAC;IAEO,4CAAgB,GAAxB;QACI,IAAI,IAAI,CAAC,SAAS,EAAE;YAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBAC5C,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,QAAQ,GAAG,IAAI,CAAC,CAAC,wEAAwE;gBAC3G,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;aAC/B;SACJ;IACL,CAAC;IAEO,2CAAe,GAAvB,UAAwB,YAAuB;QAC3C,IAAM,gBAAgB,GAAG,IAAI,CAAC,aAAc,CAAC,QAAS,CAAC;QACvD,IAAI,CAAC,SAAS,GAAG,EAAE,CAAC;QACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,gBAAgB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC9C,IAAI,OAAO,GAAG,IAAI,OAAO,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;YACjD,IAAI,YAAY,aAAZ,YAAY,uBAAZ,YAAY,CAAG,CAAC,CAAC,EAAE;gBACnB,OAAO,CAAC,IAAI,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC;aAClC;YACD,OAAO,CAAC,QAAQ,GAAG,gBAAgB,CAAC,CAAC,CAAC,CAAC;YACvC,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SAChC;IACL,CAAC;IAED;;;;;OAKG;IACI,8CAAkB,GAAzB,UAA0B,OAAwB,EAAE,KAAa,EAAE,eAA+B;QAA/B,gCAAA,EAAA,sBAA+B;QAC9F,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE;YACpB,OAAO;SACV;QAED,IAAI,KAAK,KAAK,CAAC,EAAE;YACb,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;SAC3B;QAED,IAAI,CAAC,YAAY,CAAC,UAAU,CAAC,OAAO,EAAE,KAAK,EAAE,eAAe,CAAC,CAAC;QAE9D,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,EAAE;YACvB,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,GAAG,IAAI,OAAO,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;SAC7D;QACD,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,QAAQ,GAAG,OAAO,CAAC;QAExC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAEjF,IAAI,IAAI,CAAC,yBAAyB,CAAC,KAAK,EAAE;YACtC,IAAI,CAAC,yBAAyB,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,CAAC,IAAI,CAAC;SAC9D;QACD,IAAI,IAAI,CAAC,yBAAyB,CAAC,aAAa,EAAE;YAC9C,IAAI,CAAC,yBAAyB,CAAC,aAAa,CAAC,KAAK,CAAC,GAAG,OAAO,CAAC,YAAY,CAAC;SAC9E;IACL,CAAC;IAKD,sBAAW,sCAAO;QAHlB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,QAAQ,CAAC;QACzB,CAAC;aAED,UAAmB,KAAa;YAC5B,IAAI,IAAI,CAAC,aAAa,EAAE;gBACpB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;aACxD;iBAAM;gBACH,0FAA0F;gBAC1F,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;aACzB;QACL,CAAC;;;OATA;IAWD;;;;OAIG;IACI,kCAAM,GAAb,UAAc,IAAS;QACnB,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,QAAQ,EAAE,CAAC;IACpB,CAAC;IAED;;;;;;OAMG;IACI,uCAAW,GAAlB,UAAmB,KAAa,EAAE,OAAmC,EAAE,YAAuB;QAC1F,IAAI,CAAC,yBAAyB,CAAC,YAAY,GAAG,KAAK,CAAC;QACpD,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAM,KAAK,GAAa,EAAE,CAAC;QAC3B,IAAM,aAAa,GAAa,EAAE,CAAC;QAEnC,IAAI,CAAC,UAAU,CAAC,KAAK,EAAE,KAAK,EAAE,aAAa,EAAE,OAAO,CAAC,CAAC;QACtD,IAAI,CAAC,yBAAyB,CAAC,KAAK,GAAG,KAAK,CAAC;QAC7C,IAAI,CAAC,yBAAyB,CAAC,aAAa,GAAG,aAAa,CAAC;QAC7D,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,YAAY,CAAC,CAAC;IACtC,CAAC;IAES,6CAAiB,GAA3B,UAA4B,MAAc,EAAE,SAAiB;QAA7D,iBAMC;QALG,IAAI,IAAI,CAAC,aAAa,EAAE;YACpB,MAAM,CAAC,qCAAqC,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,MAAM,EAAE;gBAC1E,KAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAC5D,CAAC,CAAC,CAAC;SACN;IACL,CAAC;IAED;;OAEG;IACI,mCAAO,GAAd,UAAe,4BAAoC;QAApC,6CAAA,EAAA,oCAAoC;QAC/C,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,4BAA4B,EAAE;YAC/B,IAAI,CAAC,uBAAuB,EAAE,CAAC;SAClC;aAAM;YACH,oDAAoD;YACpD,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;SACxB;QACD,iBAAM,OAAO,WAAE,CAAC;IACpB,CAAC;IAED;;OAEG;IACI,mDAAuB,GAA9B;;QACI,IAAM,gBAAgB,GAAG,MAAA,IAAI,CAAC,aAAa,0CAAE,QAAQ,CAAC;QAEtD,IAAI,CAAC,gBAAgB,EAAE;YACnB,OAAO;SACV;QAED,KAAK,IAAI,CAAC,GAAG,gBAAgB,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE;YACnD,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,QAAQ,GAAG,IAAI,CAAC;SACrC;QAED,MAAA,IAAI,CAAC,aAAa,0CAAE,OAAO,EAAE,CAAC;QAC9B,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;IAC9B,CAAC;IACL,wBAAC;AAAD,CAAC,AAlTD,CAAuC,mBAAmB,GAkTzD","sourcesContent":["import { Scene } from \"../../scene\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\n\r\n\r\nimport \"../../Engines/Extensions/engine.multiRender\";\r\nimport { InternalTexture } from \"./internalTexture\";\r\n\r\n/**\r\n * Creation options of the multi render target texture.\r\n */\r\nexport interface IMultiRenderTargetOptions {\r\n /**\r\n * Define if the texture needs to create mip maps after render.\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Define the types of all the draw buffers we want to create\r\n */\r\n types?: number[];\r\n /**\r\n * Define the sampling modes of all the draw buffers we want to create\r\n */\r\n samplingModes?: number[];\r\n /**\r\n * Define if a depth buffer is required\r\n */\r\n generateDepthBuffer?: boolean;\r\n /**\r\n * Define if a stencil buffer is required\r\n */\r\n generateStencilBuffer?: boolean;\r\n /**\r\n * Define if a depth texture is required instead of a depth buffer\r\n */\r\n generateDepthTexture?: boolean;\r\n /**\r\n * Define depth texture format to use\r\n */\r\n depthTextureFormat?: number;\r\n /**\r\n * Define the number of desired draw buffers\r\n */\r\n textureCount?: number;\r\n /**\r\n * Define if aspect ratio should be adapted to the texture or stay the scene one\r\n */\r\n doNotChangeAspectRatio?: boolean;\r\n /**\r\n * Define the default type of the buffers we are creating\r\n */\r\n defaultType?: number;\r\n /**\r\n * Define the default type of the buffers we are creating\r\n */\r\n drawOnlyOnFirstAttachmentByDefault?: boolean;\r\n}\r\n\r\n/**\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n */\r\nexport class MultiRenderTarget extends RenderTargetTexture {\r\n\r\n private _textures: Texture[];\r\n private _multiRenderTargetOptions: IMultiRenderTargetOptions;\r\n private _count: number;\r\n private _drawOnlyOnFirstAttachmentByDefault: boolean;\r\n\r\n /**\r\n * Get if draw buffers are currently supported by the used hardware and browser.\r\n */\r\n public get isSupported(): boolean {\r\n return this._engine?.getCaps().drawBuffersExtension ?? false;\r\n }\r\n\r\n /**\r\n * Get the list of textures generated by the multi render target.\r\n */\r\n public get textures(): Texture[] {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Gets the number of textures in this MRT. This number can be different from `_textures.length` in case a depth texture is generated.\r\n */\r\n public get count(): number {\r\n return this._count;\r\n }\r\n\r\n /**\r\n * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set\r\n */\r\n public get depthTexture(): Texture {\r\n return this._textures[this._textures.length - 1];\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on U of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public set wrapU(wrap: number) {\r\n if (this._textures) {\r\n for (var i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapU = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on V of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public set wrapV(wrap: number) {\r\n if (this._textures) {\r\n for (var i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapV = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiate a new multi render target texture.\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the buffers to render to\r\n * @param count Define the number of target we are rendering into\r\n * @param scene Define the scene the texture belongs to\r\n * @param options Define the options used to create the multi render target\r\n * @param textureNames Define the names to set to the textures (if count > 0 - optional)\r\n */\r\n constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;\r\n var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;\r\n var depthTextureFormat = options && options.depthTextureFormat ? options.depthTextureFormat : 15;\r\n var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;\r\n var drawOnlyOnFirstAttachmentByDefault = options && options.drawOnlyOnFirstAttachmentByDefault ? options.drawOnlyOnFirstAttachmentByDefault : false;\r\n super(name, size, scene, generateMipMaps, doNotChangeAspectRatio,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n true);\r\n\r\n if (!this.isSupported) {\r\n this.dispose();\r\n return;\r\n }\r\n\r\n var types: number[] = [];\r\n var samplingModes: number[] = [];\r\n this._initTypes(count, types, samplingModes, options);\r\n\r\n var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n\r\n this._size = size;\r\n this._multiRenderTargetOptions = {\r\n samplingModes: samplingModes,\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: generateDepthBuffer,\r\n generateStencilBuffer: generateStencilBuffer,\r\n generateDepthTexture: generateDepthTexture,\r\n depthTextureFormat: depthTextureFormat,\r\n types: types,\r\n textureCount: count\r\n };\r\n\r\n this._count = count;\r\n this._drawOnlyOnFirstAttachmentByDefault = drawOnlyOnFirstAttachmentByDefault;\r\n\r\n if (count > 0) {\r\n this._createInternalTextures();\r\n this._createTextures(textureNames);\r\n }\r\n }\r\n\r\n private _initTypes(count: number, types: number[], samplingModes: number[], options?: IMultiRenderTargetOptions) {\r\n for (var i = 0; i < count; i++) {\r\n if (options && options.types && options.types[i] !== undefined) {\r\n types.push(options.types[i]);\r\n } else {\r\n types.push(options && options.defaultType ? options.defaultType : 0);\r\n }\r\n\r\n if (options && options.samplingModes && options.samplingModes[i] !== undefined) {\r\n samplingModes.push(options.samplingModes[i]);\r\n } else {\r\n samplingModes.push(Texture.BILINEAR_SAMPLINGMODE);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(forceFullRebuild: boolean = false, textureNames?: string[]): void {\r\n if (this._count < 1) {\r\n return;\r\n }\r\n\r\n this.releaseInternalTextures();\r\n this._createInternalTextures();\r\n\r\n if (forceFullRebuild) {\r\n this._releaseTextures();\r\n this._createTextures(textureNames);\r\n }\r\n\r\n const internalTextures = this._renderTarget!.textures!;\r\n for (var i = 0; i < internalTextures.length; i++) {\r\n var texture = this._textures[i];\r\n texture._texture = internalTextures[i];\r\n }\r\n\r\n if (this.samples !== 1) {\r\n this._renderTarget!.setSamples(this.samples, !this._drawOnlyOnFirstAttachmentByDefault, true);\r\n }\r\n }\r\n\r\n private _createInternalTextures(): void {\r\n this._renderTarget = this._getEngine()!.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions, !this._drawOnlyOnFirstAttachmentByDefault);\r\n this._texture = this._renderTarget.texture;\r\n }\r\n\r\n private _releaseTextures(): void {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i]._texture = null; // internal textures are released by a call to releaseInternalTextures()\r\n this._textures[i].dispose();\r\n }\r\n }\r\n }\r\n\r\n private _createTextures(textureNames?: string[]): void {\r\n const internalTextures = this._renderTarget!.textures!;\r\n this._textures = [];\r\n for (var i = 0; i < internalTextures.length; i++) {\r\n var texture = new Texture(null, this.getScene());\r\n if (textureNames?.[i]) {\r\n texture.name = textureNames[i];\r\n }\r\n texture._texture = internalTextures[i];\r\n this._textures.push(texture);\r\n }\r\n }\r\n\r\n /**\r\n * Replaces an internal texture within the MRT. Useful to share textures between MultiRenderTarget.\r\n * @param texture The new texture to set in the MRT\r\n * @param index The index of the texture to replace\r\n * @param disposePrevious Set to true if the previous internal texture should be disposed\r\n */\r\n public setInternalTexture(texture: InternalTexture, index: number, disposePrevious: boolean = true) {\r\n if (!this.renderTarget) {\r\n return;\r\n }\r\n\r\n if (index === 0) {\r\n this._texture = texture;\r\n }\r\n\r\n this.renderTarget.setTexture(texture, index, disposePrevious);\r\n\r\n if (!this.textures[index]) {\r\n this.textures[index] = new Texture(null, this.getScene());\r\n }\r\n this.textures[index]._texture = texture;\r\n\r\n this._count = this.renderTarget.textures ? this.renderTarget.textures.length : 0;\r\n\r\n if (this._multiRenderTargetOptions.types) {\r\n this._multiRenderTargetOptions.types[index] = texture.type;\r\n }\r\n if (this._multiRenderTargetOptions.samplingModes) {\r\n this._multiRenderTargetOptions.samplingModes[index] = texture.samplingMode;\r\n }\r\n }\r\n\r\n /**\r\n * Define the number of samples used if MSAA is enabled.\r\n */\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n if (this._renderTarget) {\r\n this._samples = this._renderTarget.setSamples(value);\r\n } else {\r\n // In case samples are set with 0 textures created, we must save the desired samples value\r\n this._samples = value;\r\n }\r\n }\r\n\r\n /**\r\n * Resize all the textures in the multi render target.\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param size Define the new size\r\n */\r\n public resize(size: any) {\r\n this._size = size;\r\n this._rebuild();\r\n }\r\n\r\n /**\r\n * Changes the number of render targets in this MRT\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param count new texture count\r\n * @param options Specifies texture types and sampling modes for new textures\r\n * @param textureNames Specifies the names of the textures (optional)\r\n */\r\n public updateCount(count: number, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n this._multiRenderTargetOptions.textureCount = count;\r\n this._count = count;\r\n\r\n const types: number[] = [];\r\n const samplingModes: number[] = [];\r\n\r\n this._initTypes(count, types, samplingModes, options);\r\n this._multiRenderTargetOptions.types = types;\r\n this._multiRenderTargetOptions.samplingModes = samplingModes;\r\n this._rebuild(true, textureNames);\r\n }\r\n\r\n protected unbindFrameBuffer(engine: Engine, faceIndex: number): void {\r\n if (this._renderTarget) {\r\n engine.unBindMultiColorAttachmentFramebuffer(this._renderTarget, this.isCube, () => {\r\n this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the render targets and their associated resources\r\n */\r\n public dispose(doNotDisposeInternalTextures = false): void {\r\n this._releaseTextures();\r\n if (!doNotDisposeInternalTextures) {\r\n this.releaseInternalTextures();\r\n } else {\r\n // Prevent internal texture dispose in super.dispose\r\n this._texture = null;\r\n }\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Release all the underlying texture used as draw buffers.\r\n */\r\n public releaseInternalTextures(): void {\r\n const internalTextures = this._renderTarget?.textures;\r\n\r\n if (!internalTextures) {\r\n return;\r\n }\r\n\r\n for (var i = internalTextures.length - 1; i >= 0; i--) {\r\n this._textures[i]._texture = null;\r\n }\r\n\r\n this._renderTarget?.dispose();\r\n this._renderTarget = null;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"multiRenderTarget.js","sourceRoot":"","sources":["../../../../sourceES6/core/Materials/Textures/multiRenderTarget.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,OAAO,EAAE,MAAM,kCAAkC,CAAC;AAC3D,OAAO,EAAE,mBAAmB,EAAE,MAAM,8CAA8C,CAAC;AAGnF,OAAO,6CAA6C,CAAC;AAqDrD;;;;;GAKG;AACH;IAAuC,qCAAmB;IA2DtD;;;;;;;;;;;;OAYG;IACH,2BAAY,IAAY,EAAE,IAAS,EAAE,KAAa,EAAE,KAAa,EAAE,OAAmC,EAAE,YAAuB;QAA/H,iBA+CC;QA9CG,IAAI,eAAe,GAAG,OAAO,IAAI,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,KAAK,CAAC;QAC3F,IAAI,oBAAoB,GAAG,OAAO,IAAI,OAAO,CAAC,oBAAoB,CAAC,CAAC,CAAC,OAAO,CAAC,oBAAoB,CAAC,CAAC,CAAC,KAAK,CAAC;QAC1G,IAAI,kBAAkB,GAAG,OAAO,IAAI,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,CAAC;QACjG,IAAI,sBAAsB,GAAG,CAAC,OAAO,IAAI,OAAO,CAAC,sBAAsB,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,sBAAsB,CAAC;QAC9H,IAAI,kCAAkC,GAAG,OAAO,IAAI,OAAO,CAAC,kCAAkC,CAAC,CAAC,CAAC,OAAO,CAAC,kCAAkC,CAAC,CAAC,CAAC,KAAK,CAAC;QACpJ,QAAA,kBAAM,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,eAAe,EAAE,sBAAsB,EAC5D,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,SAAC;QAEV,IAAI,CAAC,KAAI,CAAC,WAAW,EAAE;YACnB,KAAI,CAAC,OAAO,EAAE,CAAC;YACf,OAAO;SACV;QAED,IAAI,KAAK,GAAa,EAAE,CAAC;QACzB,IAAI,aAAa,GAAa,EAAE,CAAC;QACjC,KAAI,CAAC,UAAU,CAAC,KAAK,EAAE,KAAK,EAAE,aAAa,EAAE,OAAO,CAAC,CAAC;QAEtD,IAAI,mBAAmB,GAAG,CAAC,OAAO,IAAI,OAAO,CAAC,mBAAmB,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,mBAAmB,CAAC;QACrH,IAAI,qBAAqB,GAAG,CAAC,OAAO,IAAI,OAAO,CAAC,qBAAqB,KAAK,SAAS,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,OAAO,CAAC,qBAAqB,CAAC;QAE5H,KAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,KAAI,CAAC,yBAAyB,GAAG;YAC7B,aAAa,EAAE,aAAa;YAC5B,eAAe,EAAE,eAAe;YAChC,mBAAmB,EAAE,mBAAmB;YACxC,qBAAqB,EAAE,qBAAqB;YAC5C,oBAAoB,EAAE,oBAAoB;YAC1C,kBAAkB,EAAE,kBAAkB;YACtC,KAAK,EAAE,KAAK;YACZ,YAAY,EAAE,KAAK;SACtB,CAAC;QAEF,KAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,KAAI,CAAC,mCAAmC,GAAG,kCAAkC,CAAC;QAE9E,IAAI,KAAK,GAAG,CAAC,EAAE;YACX,KAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,KAAI,CAAC,eAAe,CAAC,YAAY,CAAC,CAAC;SACtC;;IACL,CAAC;IA7GD,sBAAW,0CAAW;QAHtB;;WAEG;aACH;;YACI,OAAO,MAAA,MAAA,IAAI,CAAC,OAAO,0CAAE,OAAO,GAAG,oBAAoB,mCAAI,KAAK,CAAC;QACjE,CAAC;;;OAAA;IAKD,sBAAW,uCAAQ;QAHnB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,SAAS,CAAC;QAC1B,CAAC;;;OAAA;IAKD,sBAAW,oCAAK;QAHhB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,MAAM,CAAC;QACvB,CAAC;;;OAAA;IAKD,sBAAW,2CAAY;QAHvB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACrD,CAAC;;;OAAA;IAMD,sBAAW,oCAAK;QAJhB;;;WAGG;aACH,UAAiB,IAAY;YACzB,IAAI,IAAI,CAAC,SAAS,EAAE;gBAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oBAC5C,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC;iBAClC;aACJ;QACL,CAAC;;;OAAA;IAMD,sBAAW,oCAAK;QAJhB;;;WAGG;aACH,UAAiB,IAAY;YACzB,IAAI,IAAI,CAAC,SAAS,EAAE;gBAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oBAC5C,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC;iBAClC;aACJ;QACL,CAAC;;;OAAA;IAgEO,sCAAU,GAAlB,UAAmB,KAAa,EAAE,KAAe,EAAE,aAAuB,EAAE,OAAmC;QAC3G,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,EAAE;YAC5B,IAAI,OAAO,IAAI,OAAO,CAAC,KAAK,IAAI,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS,EAAE;gBAC5D,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;aAChC;iBAAM;gBACH,KAAK,CAAC,IAAI,CAAC,OAAO,IAAI,OAAO,CAAC,WAAW,CAAC,CAAC,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;aACxE;YAED,IAAI,OAAO,IAAI,OAAO,CAAC,aAAa,IAAI,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,KAAK,SAAS,EAAE;gBAC5E,aAAa,CAAC,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;aAChD;iBAAM;gBACH,aAAa,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC;aACrD;SACJ;IACL,CAAC;IAED,cAAc;IACP,oCAAQ,GAAf,UAAgB,gBAAiC,EAAE,YAAuB;QAA1D,iCAAA,EAAA,wBAAiC;QAC7C,IAAI,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE;YACjB,OAAO;SACV;QAED,IAAI,CAAC,uBAAuB,EAAE,CAAC;QAC/B,IAAI,CAAC,uBAAuB,EAAE,CAAC;QAE/B,IAAI,gBAAgB,EAAE;YAClB,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,CAAC;SACtC;QAED,IAAM,gBAAgB,GAAG,IAAI,CAAC,aAAc,CAAC,QAAS,CAAC;QACvD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,gBAAgB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC9C,IAAI,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;YAChC,OAAO,CAAC,QAAQ,GAAG,gBAAgB,CAAC,CAAC,CAAC,CAAC;SAC1C;QAED,IAAI,IAAI,CAAC,OAAO,KAAK,CAAC,EAAE;YACpB,IAAI,CAAC,aAAc,CAAC,UAAU,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC,IAAI,CAAC,mCAAmC,EAAE,IAAI,CAAC,CAAC;SACjG;IACL,CAAC;IAEO,mDAAuB,GAA/B;QACI,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,UAAU,EAAG,CAAC,0BAA0B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,yBAAyB,EAAE,CAAC,IAAI,CAAC,mCAAmC,CAAC,CAAC;QAC1J,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC;IAC/C,CAAC;IAEO,4CAAgB,GAAxB;QACI,IAAI,IAAI,CAAC,SAAS,EAAE;YAChB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBAC5C,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,QAAQ,GAAG,IAAI,CAAC,CAAC,wEAAwE;gBAC3G,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;aAC/B;SACJ;IACL,CAAC;IAEO,2CAAe,GAAvB,UAAwB,YAAuB;QAC3C,IAAM,gBAAgB,GAAG,IAAI,CAAC,aAAc,CAAC,QAAS,CAAC;QACvD,IAAI,CAAC,SAAS,GAAG,EAAE,CAAC;QACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,gBAAgB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC9C,IAAI,OAAO,GAAG,IAAI,OAAO,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;YACjD,IAAI,YAAY,aAAZ,YAAY,uBAAZ,YAAY,CAAG,CAAC,CAAC,EAAE;gBACnB,OAAO,CAAC,IAAI,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC;aAClC;YACD,OAAO,CAAC,QAAQ,GAAG,gBAAgB,CAAC,CAAC,CAAC,CAAC;YACvC,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SAChC;IACL,CAAC;IAED;;;;;OAKG;IACI,8CAAkB,GAAzB,UAA0B,OAAwB,EAAE,KAAa,EAAE,eAA+B;QAA/B,gCAAA,EAAA,sBAA+B;QAC9F,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE;YACpB,OAAO;SACV;QAED,IAAI,KAAK,KAAK,CAAC,EAAE;YACb,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;SAC3B;QAED,IAAI,CAAC,YAAY,CAAC,UAAU,CAAC,OAAO,EAAE,KAAK,EAAE,eAAe,CAAC,CAAC;QAE9D,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,EAAE;YACvB,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,GAAG,IAAI,OAAO,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;SAC7D;QACD,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,QAAQ,GAAG,OAAO,CAAC;QAExC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAEjF,IAAI,IAAI,CAAC,yBAAyB,CAAC,KAAK,EAAE;YACtC,IAAI,CAAC,yBAAyB,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,CAAC,IAAI,CAAC;SAC9D;QACD,IAAI,IAAI,CAAC,yBAAyB,CAAC,aAAa,EAAE;YAC9C,IAAI,CAAC,yBAAyB,CAAC,aAAa,CAAC,KAAK,CAAC,GAAG,OAAO,CAAC,YAAY,CAAC;SAC9E;IACL,CAAC;IAKD,sBAAW,sCAAO;QAHlB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,QAAQ,CAAC;QACzB,CAAC;aAED,UAAmB,KAAa;YAC5B,IAAI,IAAI,CAAC,aAAa,EAAE;gBACpB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;aACxD;iBAAM;gBACH,0FAA0F;gBAC1F,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;aACzB;QACL,CAAC;;;OATA;IAWD;;;;OAIG;IACI,kCAAM,GAAb,UAAc,IAAS;QACnB,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,QAAQ,EAAE,CAAC;IACpB,CAAC;IAED;;;;;;OAMG;IACI,uCAAW,GAAlB,UAAmB,KAAa,EAAE,OAAmC,EAAE,YAAuB;QAC1F,IAAI,CAAC,yBAAyB,CAAC,YAAY,GAAG,KAAK,CAAC;QACpD,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAM,KAAK,GAAa,EAAE,CAAC;QAC3B,IAAM,aAAa,GAAa,EAAE,CAAC;QAEnC,IAAI,CAAC,UAAU,CAAC,KAAK,EAAE,KAAK,EAAE,aAAa,EAAE,OAAO,CAAC,CAAC;QACtD,IAAI,CAAC,yBAAyB,CAAC,KAAK,GAAG,KAAK,CAAC;QAC7C,IAAI,CAAC,yBAAyB,CAAC,aAAa,GAAG,aAAa,CAAC;QAC7D,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,YAAY,CAAC,CAAC;IACtC,CAAC;IAES,6CAAiB,GAA3B,UAA4B,MAAc,EAAE,SAAiB;QAA7D,iBAMC;QALG,IAAI,IAAI,CAAC,aAAa,EAAE;YACpB,MAAM,CAAC,qCAAqC,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,MAAM,EAAE;gBAC1E,KAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAC5D,CAAC,CAAC,CAAC;SACN;IACL,CAAC;IAED;;OAEG;IACI,mCAAO,GAAd,UAAe,4BAAoC;QAApC,6CAAA,EAAA,oCAAoC;QAC/C,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,4BAA4B,EAAE;YAC/B,IAAI,CAAC,uBAAuB,EAAE,CAAC;SAClC;aAAM;YACH,oDAAoD;YACpD,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;SACxB;QACD,iBAAM,OAAO,WAAE,CAAC;IACpB,CAAC;IAED;;OAEG;IACI,mDAAuB,GAA9B;;QACI,IAAM,gBAAgB,GAAG,MAAA,IAAI,CAAC,aAAa,0CAAE,QAAQ,CAAC;QAEtD,IAAI,CAAC,gBAAgB,EAAE;YACnB,OAAO;SACV;QAED,KAAK,IAAI,CAAC,GAAG,gBAAgB,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE;YACnD,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,QAAQ,GAAG,IAAI,CAAC;SACrC;QAED,MAAA,IAAI,CAAC,aAAa,0CAAE,OAAO,EAAE,CAAC;QAC9B,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;IAC9B,CAAC;IACL,wBAAC;AAAD,CAAC,AAlTD,CAAuC,mBAAmB,GAkTzD","sourcesContent":["import { Scene } from \"../../scene\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\n\r\n\r\nimport \"../../Engines/Extensions/engine.multiRender\";\r\nimport { InternalTexture } from \"./internalTexture\";\r\n\r\n/**\r\n * Creation options of the multi render target texture.\r\n */\r\nexport interface IMultiRenderTargetOptions {\r\n /**\r\n * Define if the texture needs to create mip maps after render.\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Define the types of all the draw buffers we want to create\r\n */\r\n types?: number[];\r\n /**\r\n * Define the sampling modes of all the draw buffers we want to create\r\n */\r\n samplingModes?: number[];\r\n /**\r\n * Define if a depth buffer is required\r\n */\r\n generateDepthBuffer?: boolean;\r\n /**\r\n * Define if a stencil buffer is required\r\n */\r\n generateStencilBuffer?: boolean;\r\n /**\r\n * Define if a depth texture is required instead of a depth buffer\r\n */\r\n generateDepthTexture?: boolean;\r\n /**\r\n * Define depth texture format to use\r\n */\r\n depthTextureFormat?: number;\r\n /**\r\n * Define the number of desired draw buffers\r\n */\r\n textureCount?: number;\r\n /**\r\n * Define if aspect ratio should be adapted to the texture or stay the scene one\r\n */\r\n doNotChangeAspectRatio?: boolean;\r\n /**\r\n * Define the default type of the buffers we are creating\r\n */\r\n defaultType?: number;\r\n /**\r\n * Define the default type of the buffers we are creating\r\n */\r\n drawOnlyOnFirstAttachmentByDefault?: boolean;\r\n}\r\n\r\n/**\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n */\r\nexport class MultiRenderTarget extends RenderTargetTexture {\r\n\r\n private _textures: Texture[];\r\n private _multiRenderTargetOptions: IMultiRenderTargetOptions;\r\n private _count: number;\r\n private _drawOnlyOnFirstAttachmentByDefault: boolean;\r\n\r\n /**\r\n * Get if draw buffers are currently supported by the used hardware and browser.\r\n */\r\n public get isSupported(): boolean {\r\n return this._engine?.getCaps().drawBuffersExtension ?? false;\r\n }\r\n\r\n /**\r\n * Get the list of textures generated by the multi render target.\r\n */\r\n public get textures(): Texture[] {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Gets the number of textures in this MRT. This number can be different from `_textures.length` in case a depth texture is generated.\r\n */\r\n public get count(): number {\r\n return this._count;\r\n }\r\n\r\n /**\r\n * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set\r\n */\r\n public get depthTexture(): Texture {\r\n return this._textures[this._textures.length - 1];\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on U of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public set wrapU(wrap: number) {\r\n if (this._textures) {\r\n for (var i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapU = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on V of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public set wrapV(wrap: number) {\r\n if (this._textures) {\r\n for (var i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapV = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiate a new multi render target texture.\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the buffers to render to\r\n * @param count Define the number of target we are rendering into\r\n * @param scene Define the scene the texture belongs to\r\n * @param options Define the options used to create the multi render target\r\n * @param textureNames Define the names to set to the textures (if count > 0 - optional)\r\n */\r\n constructor(name: string, size: any, count: number, scene?: Scene, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;\r\n var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;\r\n var depthTextureFormat = options && options.depthTextureFormat ? options.depthTextureFormat : 15;\r\n var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;\r\n var drawOnlyOnFirstAttachmentByDefault = options && options.drawOnlyOnFirstAttachmentByDefault ? options.drawOnlyOnFirstAttachmentByDefault : false;\r\n super(name, size, scene, generateMipMaps, doNotChangeAspectRatio,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n true);\r\n\r\n if (!this.isSupported) {\r\n this.dispose();\r\n return;\r\n }\r\n\r\n var types: number[] = [];\r\n var samplingModes: number[] = [];\r\n this._initTypes(count, types, samplingModes, options);\r\n\r\n var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n\r\n this._size = size;\r\n this._multiRenderTargetOptions = {\r\n samplingModes: samplingModes,\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: generateDepthBuffer,\r\n generateStencilBuffer: generateStencilBuffer,\r\n generateDepthTexture: generateDepthTexture,\r\n depthTextureFormat: depthTextureFormat,\r\n types: types,\r\n textureCount: count\r\n };\r\n\r\n this._count = count;\r\n this._drawOnlyOnFirstAttachmentByDefault = drawOnlyOnFirstAttachmentByDefault;\r\n\r\n if (count > 0) {\r\n this._createInternalTextures();\r\n this._createTextures(textureNames);\r\n }\r\n }\r\n\r\n private _initTypes(count: number, types: number[], samplingModes: number[], options?: IMultiRenderTargetOptions) {\r\n for (var i = 0; i < count; i++) {\r\n if (options && options.types && options.types[i] !== undefined) {\r\n types.push(options.types[i]);\r\n } else {\r\n types.push(options && options.defaultType ? options.defaultType : 0);\r\n }\r\n\r\n if (options && options.samplingModes && options.samplingModes[i] !== undefined) {\r\n samplingModes.push(options.samplingModes[i]);\r\n } else {\r\n samplingModes.push(Texture.BILINEAR_SAMPLINGMODE);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(forceFullRebuild: boolean = false, textureNames?: string[]): void {\r\n if (this._count < 1) {\r\n return;\r\n }\r\n\r\n this.releaseInternalTextures();\r\n this._createInternalTextures();\r\n\r\n if (forceFullRebuild) {\r\n this._releaseTextures();\r\n this._createTextures(textureNames);\r\n }\r\n\r\n const internalTextures = this._renderTarget!.textures!;\r\n for (var i = 0; i < internalTextures.length; i++) {\r\n var texture = this._textures[i];\r\n texture._texture = internalTextures[i];\r\n }\r\n\r\n if (this.samples !== 1) {\r\n this._renderTarget!.setSamples(this.samples, !this._drawOnlyOnFirstAttachmentByDefault, true);\r\n }\r\n }\r\n\r\n private _createInternalTextures(): void {\r\n this._renderTarget = this._getEngine()!.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions, !this._drawOnlyOnFirstAttachmentByDefault);\r\n this._texture = this._renderTarget.texture;\r\n }\r\n\r\n private _releaseTextures(): void {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i]._texture = null; // internal textures are released by a call to releaseInternalTextures()\r\n this._textures[i].dispose();\r\n }\r\n }\r\n }\r\n\r\n private _createTextures(textureNames?: string[]): void {\r\n const internalTextures = this._renderTarget!.textures!;\r\n this._textures = [];\r\n for (var i = 0; i < internalTextures.length; i++) {\r\n var texture = new Texture(null, this.getScene());\r\n if (textureNames?.[i]) {\r\n texture.name = textureNames[i];\r\n }\r\n texture._texture = internalTextures[i];\r\n this._textures.push(texture);\r\n }\r\n }\r\n\r\n /**\r\n * Replaces an internal texture within the MRT. Useful to share textures between MultiRenderTarget.\r\n * @param texture The new texture to set in the MRT\r\n * @param index The index of the texture to replace\r\n * @param disposePrevious Set to true if the previous internal texture should be disposed\r\n */\r\n public setInternalTexture(texture: InternalTexture, index: number, disposePrevious: boolean = true) {\r\n if (!this.renderTarget) {\r\n return;\r\n }\r\n\r\n if (index === 0) {\r\n this._texture = texture;\r\n }\r\n\r\n this.renderTarget.setTexture(texture, index, disposePrevious);\r\n\r\n if (!this.textures[index]) {\r\n this.textures[index] = new Texture(null, this.getScene());\r\n }\r\n this.textures[index]._texture = texture;\r\n\r\n this._count = this.renderTarget.textures ? this.renderTarget.textures.length : 0;\r\n\r\n if (this._multiRenderTargetOptions.types) {\r\n this._multiRenderTargetOptions.types[index] = texture.type;\r\n }\r\n if (this._multiRenderTargetOptions.samplingModes) {\r\n this._multiRenderTargetOptions.samplingModes[index] = texture.samplingMode;\r\n }\r\n }\r\n\r\n /**\r\n * Define the number of samples used if MSAA is enabled.\r\n */\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n if (this._renderTarget) {\r\n this._samples = this._renderTarget.setSamples(value);\r\n } else {\r\n // In case samples are set with 0 textures created, we must save the desired samples value\r\n this._samples = value;\r\n }\r\n }\r\n\r\n /**\r\n * Resize all the textures in the multi render target.\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param size Define the new size\r\n */\r\n public resize(size: any) {\r\n this._size = size;\r\n this._rebuild();\r\n }\r\n\r\n /**\r\n * Changes the number of render targets in this MRT\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param count new texture count\r\n * @param options Specifies texture types and sampling modes for new textures\r\n * @param textureNames Specifies the names of the textures (optional)\r\n */\r\n public updateCount(count: number, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n this._multiRenderTargetOptions.textureCount = count;\r\n this._count = count;\r\n\r\n const types: number[] = [];\r\n const samplingModes: number[] = [];\r\n\r\n this._initTypes(count, types, samplingModes, options);\r\n this._multiRenderTargetOptions.types = types;\r\n this._multiRenderTargetOptions.samplingModes = samplingModes;\r\n this._rebuild(true, textureNames);\r\n }\r\n\r\n protected unbindFrameBuffer(engine: Engine, faceIndex: number): void {\r\n if (this._renderTarget) {\r\n engine.unBindMultiColorAttachmentFramebuffer(this._renderTarget, this.isCube, () => {\r\n this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the render targets and their associated resources\r\n */\r\n public dispose(doNotDisposeInternalTextures = false): void {\r\n this._releaseTextures();\r\n if (!doNotDisposeInternalTextures) {\r\n this.releaseInternalTextures();\r\n } else {\r\n // Prevent internal texture dispose in super.dispose\r\n this._texture = null;\r\n }\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Release all the underlying texture used as draw buffers.\r\n */\r\n public releaseInternalTextures(): void {\r\n const internalTextures = this._renderTarget?.textures;\r\n\r\n if (!internalTextures) {\r\n return;\r\n }\r\n\r\n for (var i = internalTextures.length - 1; i >= 0; i--) {\r\n this._textures[i]._texture = null;\r\n }\r\n\r\n this._renderTarget?.dispose();\r\n this._renderTarget = null;\r\n }\r\n}\r\n"]}
@@ -48,7 +48,7 @@ export declare class PrePassRenderTarget extends MultiRenderTarget {
48
48
  * If this is `null`, it means this prePassRenderTarget is associated with the scene
49
49
  */
50
50
  renderTargetTexture: Nullable<RenderTargetTexture>;
51
- constructor(name: string, renderTargetTexture: Nullable<RenderTargetTexture>, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions | undefined);
51
+ constructor(name: string, renderTargetTexture: Nullable<RenderTargetTexture>, size: any, count: number, scene?: Scene, options?: IMultiRenderTargetOptions | undefined);
52
52
  /**
53
53
  * Creates a composition effect for this RT
54
54
  * @hidden
@@ -1 +1 @@
1
- {"version":3,"file":"prePassRenderTarget.js","sourceRoot":"","sources":["../../../../sourceES6/core/Materials/Textures/prePassRenderTarget.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAA6B,MAAM,qBAAqB,CAAC;AAKnF,OAAO,EAAE,0BAA0B,EAAE,MAAM,gDAAgD,CAAC;AAG5F;;;;;;;;GAQG;AACH;IAAyC,uCAAiB;IAyCtD,6BAAmB,IAAY,EAAE,mBAAkD,EAAE,IAAS,EAAE,KAAa,EAAE,KAAY,EAAE,OAA+C;QAA5K,YACI,kBAAM,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,SAG3C;QA5CD;;WAEG;QACI,qCAA+B,GAAkB,EAAE,CAAC;QAqB3D;;WAEG;QACI,2BAAqB,GAAG,KAAK,CAAC;QAErC;;YAEI;QACG,aAAO,GAAY,KAAK,CAAC;QAEhC;;;YAGI;QACG,yBAAmB,GAAkC,IAAI,CAAC;QAK7D,KAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;;IACnD,CAAC;IAED;;;OAGG;IACI,sDAAwB,GAA/B;QACI,IAAI,CAAC,0BAA0B,GAAG,IAAI,0BAA0B,CAAC,oBAAoB,EAAE,CAAC,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QACzH,IAAI,CAAC,0BAA0B,CAAC,iBAAiB,EAAE,CAAC;IACxD,CAAC;IAED;;;OAGG;IACI,wCAAU,GAAjB;QACI,IAAI,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;QACtD,IAAI,cAAc,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAExD,IAAI,KAAK,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;QAClC,IAAI,MAAM,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAEpC,IAAI,KAAK,KAAK,aAAa,IAAI,MAAM,KAAK,cAAc,EAAE;YACtD,IAAI,CAAC,MAAM,CAAC,EAAE,KAAK,EAAE,aAAa,EAAE,MAAM,EAAE,cAAc,EAAE,CAAC,CAAC;YAE9D,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC;SACrC;IACL,CAAC;IAED;;;;;;OAMG;IACI,yCAAW,GAAlB,UAAmB,KAAa,EAAE,OAAmC,EAAE,YAAuB;QAC1F,iBAAM,WAAW,YAAC,KAAK,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;QAChD,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC;IACtC,CAAC;IAED;;;OAGG;IACI,oDAAsB,GAA7B;QACI,IAAI,CAAC,+BAA+B,GAAG,EAAE,CAAC;IAC9C,CAAC;IAED;;OAEG;IACI,qCAAO,GAAd;QACI,IAAI,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAExB,iBAAM,OAAO,WAAE,CAAC;QAEhB,IAAI,KAAK,IAAI,KAAK,CAAC,eAAe,EAAE;YAChC,IAAM,KAAK,GAAG,KAAK,CAAC,eAAe,CAAC,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YAEhE,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE;gBACd,KAAK,CAAC,eAAe,CAAC,aAAa,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;aACxD;SACJ;QAED,IAAI,IAAI,CAAC,0BAA0B,EAAE;YACjC,IAAI,CAAC,0BAA0B,CAAC,OAAO,EAAE,CAAC;SAC7C;QAED,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,IAAI,CAAC,mBAAmB,CAAC,oBAAoB,GAAG,IAAI,CAAC;SACxD;QAED,IAAI,IAAI,CAAC,kBAAkB,EAAE;YACzB,IAAI,CAAC,kBAAkB,CAAC,SAAS,GAAG,IAAI,CAAC;YACzC,IAAI,CAAC,kBAAkB,CAAC,0BAA0B,EAAE,CAAC;SACxD;IACL,CAAC;IACL,0BAAC;AAAD,CAAC,AA3HD,CAAyC,iBAAiB,GA2HzD","sourcesContent":["import { MultiRenderTarget, IMultiRenderTargetOptions } from \"./multiRenderTarget\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { RenderTargetTexture } from './renderTargetTexture';\r\nimport { Scene } from \"../../scene\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport { ImageProcessingPostProcess } from \"../../PostProcesses/imageProcessingPostProcess\";\r\nimport { Nullable } from \"../../types\";\r\n\r\n/**\r\n * A multi render target designed to render the prepass.\r\n * Prepass is a scene component used to render information in multiple textures\r\n * alongside with the scene materials rendering.\r\n * Note : This is an internal class, and you should NOT need to instanciate this.\r\n * Only the `PrePassRenderer` should instanciate this class.\r\n * It is more likely that you need a regular `MultiRenderTarget`\r\n * @hidden\r\n */\r\nexport class PrePassRenderTarget extends MultiRenderTarget {\r\n /**\r\n * @hidden\r\n */\r\n public _beforeCompositionPostProcesses: PostProcess[] = [];\r\n /**\r\n * Image processing post process for composition\r\n */\r\n public imageProcessingPostProcess: ImageProcessingPostProcess;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _engine: Engine;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _scene: Scene;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _outputPostProcess: Nullable<PostProcess>;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _internalTextureDirty = false;\r\n\r\n /**\r\n * Is this render target enabled for prepass rendering\r\n */\r\n public enabled: boolean = false;\r\n\r\n /**\r\n * Render target associated with this prePassRenderTarget\r\n * If this is `null`, it means this prePassRenderTarget is associated with the scene\r\n */\r\n public renderTargetTexture: Nullable<RenderTargetTexture> = null;\r\n\r\n public constructor(name: string, renderTargetTexture: Nullable<RenderTargetTexture>, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions | undefined) {\r\n super(name, size, count, scene, options);\r\n\r\n this.renderTargetTexture = renderTargetTexture;\r\n }\r\n\r\n /**\r\n * Creates a composition effect for this RT\r\n * @hidden\r\n */\r\n public _createCompositionEffect() {\r\n this.imageProcessingPostProcess = new ImageProcessingPostProcess(\"prePassComposition\", 1, null, undefined, this._engine);\r\n this.imageProcessingPostProcess._updateParameters();\r\n }\r\n\r\n /**\r\n * Checks that the size of this RT is still adapted to the desired render size.\r\n * @hidden\r\n */\r\n public _checkSize() {\r\n var requiredWidth = this._engine.getRenderWidth(true);\r\n var requiredHeight = this._engine.getRenderHeight(true);\r\n\r\n var width = this.getRenderWidth();\r\n var height = this.getRenderHeight();\r\n\r\n if (width !== requiredWidth || height !== requiredHeight) {\r\n this.resize({ width: requiredWidth, height: requiredHeight });\r\n\r\n this._internalTextureDirty = true;\r\n }\r\n }\r\n\r\n /**\r\n * Changes the number of render targets in this MRT\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param count new texture count\r\n * @param options Specifies texture types and sampling modes for new textures\r\n * @param textureNames Specifies the names of the textures (optional)\r\n */\r\n public updateCount(count: number, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n super.updateCount(count, options, textureNames);\r\n this._internalTextureDirty = true;\r\n }\r\n\r\n /**\r\n * Resets the post processes chains applied to this RT.\r\n * @hidden\r\n */\r\n public _resetPostProcessChain() {\r\n this._beforeCompositionPostProcesses = [];\r\n }\r\n\r\n /**\r\n * Diposes this render target\r\n */\r\n public dispose() {\r\n var scene = this._scene;\r\n\r\n super.dispose();\r\n\r\n if (scene && scene.prePassRenderer) {\r\n const index = scene.prePassRenderer.renderTargets.indexOf(this);\r\n\r\n if (index !== -1) {\r\n scene.prePassRenderer.renderTargets.splice(index, 1);\r\n }\r\n }\r\n\r\n if (this.imageProcessingPostProcess) {\r\n this.imageProcessingPostProcess.dispose();\r\n }\r\n\r\n if (this.renderTargetTexture) {\r\n this.renderTargetTexture._prePassRenderTarget = null;\r\n }\r\n\r\n if (this._outputPostProcess) {\r\n this._outputPostProcess.autoClear = true;\r\n this._outputPostProcess.restoreDefaultInputTexture();\r\n }\r\n }\r\n}"]}
1
+ {"version":3,"file":"prePassRenderTarget.js","sourceRoot":"","sources":["../../../../sourceES6/core/Materials/Textures/prePassRenderTarget.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAA6B,MAAM,qBAAqB,CAAC;AAKnF,OAAO,EAAE,0BAA0B,EAAE,MAAM,gDAAgD,CAAC;AAG5F;;;;;;;;GAQG;AACH;IAAyC,uCAAiB;IAyCtD,6BAAmB,IAAY,EAAE,mBAAkD,EAAE,IAAS,EAAE,KAAa,EAAE,KAAa,EAAE,OAA+C;QAA7K,YACI,kBAAM,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,SAG3C;QA5CD;;WAEG;QACI,qCAA+B,GAAkB,EAAE,CAAC;QAqB3D;;WAEG;QACI,2BAAqB,GAAG,KAAK,CAAC;QAErC;;YAEI;QACG,aAAO,GAAY,KAAK,CAAC;QAEhC;;;YAGI;QACG,yBAAmB,GAAkC,IAAI,CAAC;QAK7D,KAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;;IACnD,CAAC;IAED;;;OAGG;IACI,sDAAwB,GAA/B;QACI,IAAI,CAAC,0BAA0B,GAAG,IAAI,0BAA0B,CAAC,oBAAoB,EAAE,CAAC,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QACzH,IAAI,CAAC,0BAA0B,CAAC,iBAAiB,EAAE,CAAC;IACxD,CAAC;IAED;;;OAGG;IACI,wCAAU,GAAjB;QACI,IAAI,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;QACtD,IAAI,cAAc,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAExD,IAAI,KAAK,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;QAClC,IAAI,MAAM,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAEpC,IAAI,KAAK,KAAK,aAAa,IAAI,MAAM,KAAK,cAAc,EAAE;YACtD,IAAI,CAAC,MAAM,CAAC,EAAE,KAAK,EAAE,aAAa,EAAE,MAAM,EAAE,cAAc,EAAE,CAAC,CAAC;YAE9D,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC;SACrC;IACL,CAAC;IAED;;;;;;OAMG;IACI,yCAAW,GAAlB,UAAmB,KAAa,EAAE,OAAmC,EAAE,YAAuB;QAC1F,iBAAM,WAAW,YAAC,KAAK,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC;QAChD,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC;IACtC,CAAC;IAED;;;OAGG;IACI,oDAAsB,GAA7B;QACI,IAAI,CAAC,+BAA+B,GAAG,EAAE,CAAC;IAC9C,CAAC;IAED;;OAEG;IACI,qCAAO,GAAd;QACI,IAAI,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QAExB,iBAAM,OAAO,WAAE,CAAC;QAEhB,IAAI,KAAK,IAAI,KAAK,CAAC,eAAe,EAAE;YAChC,IAAM,KAAK,GAAG,KAAK,CAAC,eAAe,CAAC,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YAEhE,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE;gBACd,KAAK,CAAC,eAAe,CAAC,aAAa,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;aACxD;SACJ;QAED,IAAI,IAAI,CAAC,0BAA0B,EAAE;YACjC,IAAI,CAAC,0BAA0B,CAAC,OAAO,EAAE,CAAC;SAC7C;QAED,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,IAAI,CAAC,mBAAmB,CAAC,oBAAoB,GAAG,IAAI,CAAC;SACxD;QAED,IAAI,IAAI,CAAC,kBAAkB,EAAE;YACzB,IAAI,CAAC,kBAAkB,CAAC,SAAS,GAAG,IAAI,CAAC;YACzC,IAAI,CAAC,kBAAkB,CAAC,0BAA0B,EAAE,CAAC;SACxD;IACL,CAAC;IACL,0BAAC;AAAD,CAAC,AA3HD,CAAyC,iBAAiB,GA2HzD","sourcesContent":["import { MultiRenderTarget, IMultiRenderTargetOptions } from \"./multiRenderTarget\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { RenderTargetTexture } from './renderTargetTexture';\r\nimport { Scene } from \"../../scene\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport { ImageProcessingPostProcess } from \"../../PostProcesses/imageProcessingPostProcess\";\r\nimport { Nullable } from \"../../types\";\r\n\r\n/**\r\n * A multi render target designed to render the prepass.\r\n * Prepass is a scene component used to render information in multiple textures\r\n * alongside with the scene materials rendering.\r\n * Note : This is an internal class, and you should NOT need to instanciate this.\r\n * Only the `PrePassRenderer` should instanciate this class.\r\n * It is more likely that you need a regular `MultiRenderTarget`\r\n * @hidden\r\n */\r\nexport class PrePassRenderTarget extends MultiRenderTarget {\r\n /**\r\n * @hidden\r\n */\r\n public _beforeCompositionPostProcesses: PostProcess[] = [];\r\n /**\r\n * Image processing post process for composition\r\n */\r\n public imageProcessingPostProcess: ImageProcessingPostProcess;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _engine: Engine;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _scene: Scene;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _outputPostProcess: Nullable<PostProcess>;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _internalTextureDirty = false;\r\n\r\n /**\r\n * Is this render target enabled for prepass rendering\r\n */\r\n public enabled: boolean = false;\r\n\r\n /**\r\n * Render target associated with this prePassRenderTarget\r\n * If this is `null`, it means this prePassRenderTarget is associated with the scene\r\n */\r\n public renderTargetTexture: Nullable<RenderTargetTexture> = null;\r\n\r\n public constructor(name: string, renderTargetTexture: Nullable<RenderTargetTexture>, size: any, count: number, scene?: Scene, options?: IMultiRenderTargetOptions | undefined) {\r\n super(name, size, count, scene, options);\r\n\r\n this.renderTargetTexture = renderTargetTexture;\r\n }\r\n\r\n /**\r\n * Creates a composition effect for this RT\r\n * @hidden\r\n */\r\n public _createCompositionEffect() {\r\n this.imageProcessingPostProcess = new ImageProcessingPostProcess(\"prePassComposition\", 1, null, undefined, this._engine);\r\n this.imageProcessingPostProcess._updateParameters();\r\n }\r\n\r\n /**\r\n * Checks that the size of this RT is still adapted to the desired render size.\r\n * @hidden\r\n */\r\n public _checkSize() {\r\n var requiredWidth = this._engine.getRenderWidth(true);\r\n var requiredHeight = this._engine.getRenderHeight(true);\r\n\r\n var width = this.getRenderWidth();\r\n var height = this.getRenderHeight();\r\n\r\n if (width !== requiredWidth || height !== requiredHeight) {\r\n this.resize({ width: requiredWidth, height: requiredHeight });\r\n\r\n this._internalTextureDirty = true;\r\n }\r\n }\r\n\r\n /**\r\n * Changes the number of render targets in this MRT\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param count new texture count\r\n * @param options Specifies texture types and sampling modes for new textures\r\n * @param textureNames Specifies the names of the textures (optional)\r\n */\r\n public updateCount(count: number, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n super.updateCount(count, options, textureNames);\r\n this._internalTextureDirty = true;\r\n }\r\n\r\n /**\r\n * Resets the post processes chains applied to this RT.\r\n * @hidden\r\n */\r\n public _resetPostProcessChain() {\r\n this._beforeCompositionPostProcesses = [];\r\n }\r\n\r\n /**\r\n * Diposes this render target\r\n */\r\n public dispose() {\r\n var scene = this._scene;\r\n\r\n super.dispose();\r\n\r\n if (scene && scene.prePassRenderer) {\r\n const index = scene.prePassRenderer.renderTargets.indexOf(this);\r\n\r\n if (index !== -1) {\r\n scene.prePassRenderer.renderTargets.splice(index, 1);\r\n }\r\n }\r\n\r\n if (this.imageProcessingPostProcess) {\r\n this.imageProcessingPostProcess.dispose();\r\n }\r\n\r\n if (this.renderTargetTexture) {\r\n this.renderTargetTexture._prePassRenderTarget = null;\r\n }\r\n\r\n if (this._outputPostProcess) {\r\n this._outputPostProcess.autoClear = true;\r\n this._outputPostProcess.restoreDefaultInputTexture();\r\n }\r\n }\r\n}"]}
@@ -26,7 +26,7 @@ export declare class RefractionTexture extends RenderTargetTexture {
26
26
  * @param scene Define the scene the refraction belongs to
27
27
  * @param generateMipMaps Define if we need to generate mips level for the refraction
28
28
  */
29
- constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
29
+ constructor(name: string, size: number, scene?: Scene, generateMipMaps?: boolean);
30
30
  /**
31
31
  * Clone the refraction texture.
32
32
  * @returns the cloned texture
@@ -30,10 +30,10 @@ var RefractionTexture = /** @class */ (function (_super) {
30
30
  */
31
31
  _this.depth = 2.0;
32
32
  _this.onBeforeRenderObservable.add(function () {
33
- scene.clipPlane = _this.refractionPlane;
33
+ _this.getScene().clipPlane = _this.refractionPlane;
34
34
  });
35
35
  _this.onAfterRenderObservable.add(function () {
36
- scene.clipPlane = null;
36
+ _this.getScene().clipPlane = null;
37
37
  });
38
38
  return _this;
39
39
  }
@@ -1 +1 @@
1
- {"version":3,"file":"refractionTexture.js","sourceRoot":"","sources":["../../../../sourceES6/core/Materials/Textures/refractionTexture.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,KAAK,EAAE,MAAM,wBAAwB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,8CAA8C,CAAC;AACnF;;;;GAIG;AACH;IAAuC,qCAAmB;IAatD;;;;;;;;OAQG;IACH,2BAAY,IAAY,EAAE,IAAY,EAAE,KAAY,EAAE,eAAyB;QAA/E,YACI,kBAAM,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,eAAe,EAAE,IAAI,CAAC,SASlD;QA/BD;;;;WAIG;QACI,qBAAe,GAAG,IAAI,KAAK,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE/C;;WAEG;QACI,WAAK,GAAG,GAAG,CAAC;QAcf,KAAI,CAAC,wBAAwB,CAAC,GAAG,CAAC;YAC9B,KAAK,CAAC,SAAS,GAAG,KAAI,CAAC,eAAe,CAAC;QAC3C,CAAC,CAAC,CAAC;QAEH,KAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC;YAC7B,KAAK,CAAC,SAAS,GAAG,IAAI,CAAC;QAC3B,CAAC,CAAC,CAAC;;IACP,CAAC;IAED;;;OAGG;IACI,iCAAK,GAAZ;QACI,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO,IAAI,CAAC;SACf;QAED,IAAI,WAAW,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QACjC,IAAI,UAAU,GAAG,IAAI,iBAAiB,CAAC,IAAI,CAAC,IAAI,EAAE,WAAW,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAEnG,eAAe;QACf,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QACpC,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAE9B,qBAAqB;QACrB,UAAU,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC,KAAK,EAAE,CAAC;QAC1D,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,UAAU,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;SACpD;QACD,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAE9B,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;;OAGG;IACI,qCAAS,GAAhB;QACI,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;YACZ,OAAO,IAAI,CAAC;SACf;QAED,IAAI,mBAAmB,GAAG,iBAAM,SAAS,WAAE,CAAC;QAE5C,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;QACjE,mBAAmB,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAEvC,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IACL,wBAAC;AAAD,CAAC,AA9ED,CAAuC,mBAAmB,GA8EzD","sourcesContent":["import { Scene } from \"../../scene\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\n/**\r\n * Creates a refraction texture used by refraction channel of the standard material.\r\n * It is like a mirror but to see through a material.\r\n * @see https://doc.babylonjs.com/how_to/reflect#refraction\r\n */\r\nexport class RefractionTexture extends RenderTargetTexture {\r\n /**\r\n * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.\r\n * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.\r\n * @see https://doc.babylonjs.com/how_to/reflect#refraction\r\n */\r\n public refractionPlane = new Plane(0, 1, 0, 1);\r\n\r\n /**\r\n * Define how deep under the surface we should see.\r\n */\r\n public depth = 2.0;\r\n\r\n /**\r\n * Creates a refraction texture used by refraction channel of the standard material.\r\n * It is like a mirror but to see through a material.\r\n * @see https://doc.babylonjs.com/how_to/reflect#refraction\r\n * @param name Define the texture name\r\n * @param size Define the size of the underlying texture\r\n * @param scene Define the scene the refraction belongs to\r\n * @param generateMipMaps Define if we need to generate mips level for the refraction\r\n */\r\n constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean) {\r\n super(name, size, scene, generateMipMaps, true);\r\n\r\n this.onBeforeRenderObservable.add(() => {\r\n scene.clipPlane = this.refractionPlane;\r\n });\r\n\r\n this.onAfterRenderObservable.add(() => {\r\n scene.clipPlane = null;\r\n });\r\n }\r\n\r\n /**\r\n * Clone the refraction texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): RefractionTexture {\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n var textureSize = this.getSize();\r\n var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Refraction Texture\r\n newTexture.refractionPlane = this.refractionPlane.clone();\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n newTexture.depth = this.depth;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation you could use in Parse later on\r\n * @returns the serialized JSON representation\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n var serializationObject = super.serialize();\r\n\r\n serializationObject.mirrorPlane = this.refractionPlane.asArray();\r\n serializationObject.depth = this.depth;\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"refractionTexture.js","sourceRoot":"","sources":["../../../../sourceES6/core/Materials/Textures/refractionTexture.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,KAAK,EAAE,MAAM,wBAAwB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,8CAA8C,CAAC;AACnF;;;;GAIG;AACH;IAAuC,qCAAmB;IAatD;;;;;;;;OAQG;IACH,2BAAY,IAAY,EAAE,IAAY,EAAE,KAAa,EAAE,eAAyB;QAAhF,YACI,kBAAM,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,eAAe,EAAE,IAAI,CAAC,SASlD;QA/BD;;;;WAIG;QACI,qBAAe,GAAG,IAAI,KAAK,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE/C;;WAEG;QACI,WAAK,GAAG,GAAG,CAAC;QAcf,KAAI,CAAC,wBAAwB,CAAC,GAAG,CAAC;YAC9B,KAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,GAAG,KAAI,CAAC,eAAe,CAAC;QACtD,CAAC,CAAC,CAAC;QAEH,KAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC;YAC7B,KAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,GAAG,IAAI,CAAC;QACtC,CAAC,CAAC,CAAC;;IACP,CAAC;IAED;;;OAGG;IACI,iCAAK,GAAZ;QACI,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO,IAAI,CAAC;SACf;QAED,IAAI,WAAW,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QACjC,IAAI,UAAU,GAAG,IAAI,iBAAiB,CAAC,IAAI,CAAC,IAAI,EAAE,WAAW,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAEnG,eAAe;QACf,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QACpC,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAE9B,qBAAqB;QACrB,UAAU,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC,KAAK,EAAE,CAAC;QAC1D,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,UAAU,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;SACpD;QACD,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAE9B,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;;OAGG;IACI,qCAAS,GAAhB;QACI,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;YACZ,OAAO,IAAI,CAAC;SACf;QAED,IAAI,mBAAmB,GAAG,iBAAM,SAAS,WAAE,CAAC;QAE5C,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;QACjE,mBAAmB,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAEvC,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IACL,wBAAC;AAAD,CAAC,AA9ED,CAAuC,mBAAmB,GA8EzD","sourcesContent":["import { Scene } from \"../../scene\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\n/**\r\n * Creates a refraction texture used by refraction channel of the standard material.\r\n * It is like a mirror but to see through a material.\r\n * @see https://doc.babylonjs.com/how_to/reflect#refraction\r\n */\r\nexport class RefractionTexture extends RenderTargetTexture {\r\n /**\r\n * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.\r\n * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.\r\n * @see https://doc.babylonjs.com/how_to/reflect#refraction\r\n */\r\n public refractionPlane = new Plane(0, 1, 0, 1);\r\n\r\n /**\r\n * Define how deep under the surface we should see.\r\n */\r\n public depth = 2.0;\r\n\r\n /**\r\n * Creates a refraction texture used by refraction channel of the standard material.\r\n * It is like a mirror but to see through a material.\r\n * @see https://doc.babylonjs.com/how_to/reflect#refraction\r\n * @param name Define the texture name\r\n * @param size Define the size of the underlying texture\r\n * @param scene Define the scene the refraction belongs to\r\n * @param generateMipMaps Define if we need to generate mips level for the refraction\r\n */\r\n constructor(name: string, size: number, scene?: Scene, generateMipMaps?: boolean) {\r\n super(name, size, scene, generateMipMaps, true);\r\n\r\n this.onBeforeRenderObservable.add(() => {\r\n this.getScene()!.clipPlane = this.refractionPlane;\r\n });\r\n\r\n this.onAfterRenderObservable.add(() => {\r\n this.getScene()!.clipPlane = null;\r\n });\r\n }\r\n\r\n /**\r\n * Clone the refraction texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): RefractionTexture {\r\n let scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n var textureSize = this.getSize();\r\n var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Refraction Texture\r\n newTexture.refractionPlane = this.refractionPlane.clone();\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n newTexture.depth = this.depth;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation you could use in Parse later on\r\n * @returns the serialized JSON representation\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n var serializationObject = super.serialize();\r\n\r\n serializationObject.mirrorPlane = this.refractionPlane.asArray();\r\n serializationObject.depth = this.depth;\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
@@ -248,7 +248,7 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
248
248
  layers?: number;
249
249
  } | {
250
250
  ratio: number;
251
- }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean, samples?: number, creationFlags?: number);
251
+ }, scene?: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean, samples?: number, creationFlags?: number);
252
252
  /**
253
253
  * Creates a depth stencil texture.
254
254
  * This is only available in WebGL 2 or with the depth texture extension available.