@babylonjs/core 5.0.0-beta.6 → 5.0.0-beta.7

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 (39) hide show
  1. package/DeviceInput/Helpers/eventFactory.js +1 -4
  2. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  3. package/DeviceInput/InputDevices/deviceEnums.d.ts +4 -2
  4. package/DeviceInput/InputDevices/deviceEnums.js +3 -1
  5. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  6. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js +3 -2
  7. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -1
  8. package/DeviceInput/InputDevices/webDeviceInputSystem.js +6 -52
  9. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -1
  10. package/Engines/Extensions/engine.cubeTexture.js +2 -1
  11. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  12. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +4 -1
  13. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  14. package/Engines/WebGPU/webgpuTextureHelper.js +9 -2
  15. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  16. package/Engines/nativeEngine.js +1 -1
  17. package/Engines/nativeEngine.js.map +1 -1
  18. package/Engines/renderTargetWrapper.d.ts +8 -0
  19. package/Engines/renderTargetWrapper.js +20 -0
  20. package/Engines/renderTargetWrapper.js.map +1 -1
  21. package/Engines/thinEngine.d.ts +7 -0
  22. package/Engines/thinEngine.js +19 -2
  23. package/Engines/thinEngine.js.map +1 -1
  24. package/Inputs/scene.inputManager.js +1 -4
  25. package/Inputs/scene.inputManager.js.map +1 -1
  26. package/Materials/Textures/internalTexture.d.ts +2 -0
  27. package/Materials/Textures/internalTexture.js +2 -0
  28. package/Materials/Textures/internalTexture.js.map +1 -1
  29. package/Materials/material.js +1 -1
  30. package/Materials/material.js.map +1 -1
  31. package/Materials/materialHelper.js +5 -0
  32. package/Materials/materialHelper.js.map +1 -1
  33. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +6 -12
  34. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  35. package/Shaders/geometry.vertex.js +1 -1
  36. package/Shaders/geometry.vertex.js.map +1 -1
  37. package/Shaders/pbr.vertex.js +1 -1
  38. package/Shaders/pbr.vertex.js.map +1 -1
  39. package/package.json +1 -1
@@ -30,6 +30,14 @@ export declare class RenderTargetWrapper {
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  _depthStencilTexture: Nullable<InternalTexture>;
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  /** @hidden */
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  _depthStencilTextureWithStencil: boolean;
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+ /**
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+ * Gets the depth/stencil texture (if created by a createDepthStencilTexture() call)
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+ */
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+ get depthStencilTexture(): Nullable<InternalTexture>;
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+ /**
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+ * Indicates if the depth/stencil texture has a stencil aspect
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+ */
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+ get depthStencilTextureWithStencil(): boolean;
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  /**
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  * Defines if the render target wrapper is for a cube texture or if false a 2d texture
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  */
@@ -26,6 +26,26 @@ var RenderTargetWrapper = /** @class */ (function () {
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  this._engine = engine;
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  this._depthStencilTexture = null;
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  }
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+ Object.defineProperty(RenderTargetWrapper.prototype, "depthStencilTexture", {
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+ /**
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+ * Gets the depth/stencil texture (if created by a createDepthStencilTexture() call)
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+ */
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+ get: function () {
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+ return this._depthStencilTexture;
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+ },
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+ enumerable: false,
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+ configurable: true
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+ });
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+ Object.defineProperty(RenderTargetWrapper.prototype, "depthStencilTextureWithStencil", {
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+ /**
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+ * Indicates if the depth/stencil texture has a stencil aspect
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+ */
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+ get: function () {
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+ return this._depthStencilTextureWithStencil;
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+ },
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+ enumerable: false,
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+ configurable: true
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+ });
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  Object.defineProperty(RenderTargetWrapper.prototype, "isCube", {
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  /**
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  * Defines if the render target wrapper is for a cube texture or if false a 2d texture
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetCreationOptions, TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Nullable } from \"../types\";\r\n\r\nimport { ThinEngine } from \"./thinEngine\";\r\n\r\n/**\r\n * An interface enforcing the renderTarget accessor to used by render target textures.\r\n */\r\nexport interface IRenderTargetTexture {\r\n /**\r\n * Entry point to access the wrapper on a texture.\r\n */\r\n renderTarget: Nullable<RenderTargetWrapper>;\r\n}\r\n\r\n/**\r\n * Wrapper around a render target (either single or multi textures)\r\n */\r\nexport class RenderTargetWrapper {\r\n protected _engine: ThinEngine;\r\n private _size: TextureSize;\r\n private _isCube: boolean;\r\n private _isMulti: boolean;\r\n private _textures: Nullable<InternalTexture[]> = null;\r\n\r\n /** @hidden */\r\n public _attachments: Nullable<number[]> = null;\r\n /** @hidden */\r\n public _generateStencilBuffer: boolean = false;\r\n /** @hidden */\r\n public _generateDepthBuffer: boolean = false;\r\n\r\n /** @hidden */\r\n public _depthStencilTexture: Nullable<InternalTexture>;\r\n /** @hidden */\r\n public _depthStencilTextureWithStencil: boolean = false;\r\n\r\n /**\r\n * Defines if the render target wrapper is for a cube texture or if false a 2d texture\r\n */\r\n public get isCube(): boolean {\r\n return this._isCube;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a single or multi target render wrapper\r\n */\r\n public get isMulti(): boolean {\r\n return this._isMulti;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a single or an array of textures\r\n */\r\n public get is2DArray(): boolean {\r\n return this.layers > 0;\r\n }\r\n\r\n /**\r\n * Gets the size of the render target wrapper (used for cubes, as width=height in this case)\r\n */\r\n public get size(): number {\r\n return this.width;\r\n }\r\n\r\n /**\r\n * Gets the width of the render target wrapper\r\n */\r\n public get width(): number {\r\n return (<{ width: number; height: number }>this._size).width || <number>this._size;\r\n }\r\n\r\n /**\r\n * Gets the height of the render target wrapper\r\n */\r\n public get height(): number {\r\n return (<{ width: number; height: number }>this._size).height || <number>this._size;\r\n }\r\n\r\n /**\r\n * Gets the number of layers of the render target wrapper (only used if is2DArray is true)\r\n */\r\n public get layers(): number {\r\n return (<{ width: number; height: number; layers?: number }>this._size).layers || 0;\r\n }\r\n\r\n /**\r\n * Gets the render texture. If this is a multi render target, gets the first texture\r\n */\r\n public get texture(): Nullable<InternalTexture> {\r\n return this._textures?.[0] ?? null;\r\n }\r\n\r\n /**\r\n * Gets the list of render textures. If we are not in a multi render target, the list will be null (use the texture getter instead)\r\n */\r\n public get textures(): Nullable<InternalTexture[]> {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Gets the sample count of the render target\r\n */\r\n public get samples(): number {\r\n return this.texture?.samples ?? 1;\r\n }\r\n\r\n /**\r\n * Sets the sample count of the render target\r\n * @param value sample count\r\n * @param initializeBuffers If set to true, the engine will make an initializing call to drawBuffers (only used when isMulti=true).\r\n * @param force true to force calling the update sample count engine function even if the current sample count is equal to value\r\n * @returns the sample count that has been set\r\n */\r\n public setSamples(value: number, initializeBuffers = true, force = false): number {\r\n if (this.samples === value && !force) {\r\n return value;\r\n }\r\n\r\n return this._isMulti\r\n ? this._engine.updateMultipleRenderTargetTextureSampleCount(this, value, initializeBuffers)\r\n : this._engine.updateRenderTargetTextureSampleCount(this, value);\r\n }\r\n\r\n /**\r\n * Initializes the render target wrapper\r\n * @param isMulti true if the wrapper is a multi render target\r\n * @param isCube true if the wrapper should render to a cube texture\r\n * @param size size of the render target (width/height/layers)\r\n * @param engine engine used to create the render target\r\n */\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine) {\r\n this._isMulti = isMulti;\r\n this._isCube = isCube;\r\n this._size = size;\r\n this._engine = engine;\r\n this._depthStencilTexture = null;\r\n }\r\n\r\n /**\r\n * Sets the render target texture(s)\r\n * @param textures texture(s) to set\r\n */\r\n public setTextures(textures: Nullable<InternalTexture> | Nullable<InternalTexture[]>): void {\r\n if (Array.isArray(textures)) {\r\n this._textures = textures;\r\n } else if (textures) {\r\n this._textures = [textures];\r\n } else {\r\n this._textures = null;\r\n }\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true): void {\r\n if (!this._textures) {\r\n this._textures = [];\r\n }\r\n if (this._textures[index] && disposePrevious) {\r\n this._textures[index].dispose();\r\n }\r\n\r\n this._textures[index] = texture;\r\n }\r\n\r\n /**\r\n * Creates the depth/stencil texture\r\n * @param comparisonFunction Comparison function to use for the texture\r\n * @param bilinearFiltering true if bilinear filtering should be used when sampling the texture\r\n * @param generateStencil true if the stencil aspect should also be created\r\n * @param samples sample count to use when creating the texture\r\n * @param format format of the depth texture\r\n * @returns the depth/stencil created texture\r\n */\r\n public createDepthStencilTexture(comparisonFunction: number = 0, bilinearFiltering: boolean = true, generateStencil: boolean = false, samples: number = 1, format: number = 14): InternalTexture {\r\n this._depthStencilTexture?.dispose();\r\n\r\n this._depthStencilTextureWithStencil = generateStencil;\r\n this._depthStencilTexture = this._engine.createDepthStencilTexture(\r\n this._size,\r\n {\r\n bilinearFiltering,\r\n comparisonFunction,\r\n generateStencil,\r\n isCube: this._isCube,\r\n samples,\r\n depthTextureFormat: format,\r\n },\r\n this\r\n );\r\n\r\n return this._depthStencilTexture;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @hidden\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: RenderTargetWrapper): void {\r\n if (this._depthStencilTexture) {\r\n if (renderTarget._depthStencilTexture) {\r\n renderTarget._depthStencilTexture.dispose();\r\n }\r\n\r\n renderTarget._depthStencilTexture = this._depthStencilTexture;\r\n this._depthStencilTexture.incrementReferences();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _swapAndDie(target: InternalTexture): void {\r\n if (this.texture) {\r\n this.texture._swapAndDie(target);\r\n }\r\n this._textures = null;\r\n this.dispose(true);\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._isMulti) {\r\n const textureArray = this.textures;\r\n if (textureArray && textureArray.length > 0) {\r\n let generateDepthTexture = false;\r\n let textureCount = textureArray.length;\r\n\r\n const lastTextureSource = textureArray[textureArray.length - 1]._source;\r\n if (lastTextureSource === InternalTextureSource.Depth || lastTextureSource === InternalTextureSource.DepthStencil) {\r\n generateDepthTexture = true;\r\n textureCount--;\r\n }\r\n\r\n const samplingModes: number[] = [];\r\n const types: number[] = [];\r\n\r\n for (let i = 0; i < textureCount; ++i) {\r\n const texture = textureArray[i];\r\n\r\n samplingModes.push(texture.samplingMode);\r\n types.push(texture.type);\r\n }\r\n\r\n const optionsMRT = {\r\n samplingModes,\r\n generateMipMaps: textureArray[0].generateMipMaps,\r\n generateDepthBuffer: this._generateDepthBuffer,\r\n generateStencilBuffer: this._generateStencilBuffer,\r\n generateDepthTexture,\r\n types,\r\n textureCount,\r\n };\r\n const size = {\r\n width: this.width,\r\n height: this.height,\r\n };\r\n\r\n rtw = this._engine.createMultipleRenderTarget(size, optionsMRT);\r\n }\r\n } else {\r\n const options: RenderTargetCreationOptions = {};\r\n\r\n options.generateDepthBuffer = this._generateDepthBuffer;\r\n options.generateMipMaps = this.texture?.generateMipMaps ?? false;\r\n options.generateStencilBuffer = this._generateStencilBuffer;\r\n options.samplingMode = this.texture?.samplingMode;\r\n options.type = this.texture?.type;\r\n options.format = this.texture?.format;\r\n\r\n if (this.isCube) {\r\n rtw = this._engine.createRenderTargetCubeTexture(this.width, options);\r\n } else {\r\n let size = {\r\n width: this.width,\r\n height: this.height,\r\n layers: this.is2DArray ? this.texture?.depth : undefined,\r\n };\r\n\r\n rtw = this._engine.createRenderTargetTexture(size, options);\r\n }\r\n rtw.texture!.isReady = true;\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: RenderTargetWrapper): void {\r\n if (this._textures && target._textures) {\r\n for (let i = 0; i < this._textures.length; ++i) {\r\n this._textures[i]._swapAndDie(target._textures[i], false);\r\n target._textures[i].isReady = true;\r\n }\r\n }\r\n if (this._depthStencilTexture && target._depthStencilTexture) {\r\n this._depthStencilTexture._swapAndDie(target._depthStencilTexture);\r\n target._depthStencilTexture.isReady = true;\r\n }\r\n\r\n this._textures = null;\r\n this._depthStencilTexture = null;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n let rtw = this._cloneRenderTargetWrapper();\r\n if (!rtw) {\r\n return;\r\n }\r\n\r\n if (this._depthStencilTexture) {\r\n const samplingMode = this._depthStencilTexture.samplingMode;\r\n const bilinear =\r\n samplingMode === 2 ||\r\n samplingMode === 3 ||\r\n samplingMode === 11;\r\n rtw.createDepthStencilTexture(this._depthStencilTexture._comparisonFunction, bilinear, this._depthStencilTextureWithStencil, this._depthStencilTexture.samples);\r\n }\r\n\r\n if (this.samples > 1) {\r\n rtw.setSamples(this.samples);\r\n }\r\n\r\n rtw._swapRenderTargetWrapper(this);\r\n rtw.dispose();\r\n }\r\n\r\n /**\r\n * Releases the internal render textures\r\n */\r\n public releaseTextures(): void {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures?.length ?? 0; ++i) {\r\n this._textures[i].dispose();\r\n }\r\n }\r\n this._textures = null;\r\n }\r\n\r\n /**\r\n * Disposes the whole render target wrapper\r\n * @param disposeOnlyFramebuffers true if only the frame buffers should be released (used for the WebGL engine). If false, all the textures will also be released\r\n */\r\n public dispose(disposeOnlyFramebuffers = false): void {\r\n if (!disposeOnlyFramebuffers) {\r\n this._depthStencilTexture?.dispose();\r\n this._depthStencilTexture = null;\r\n this.releaseTextures();\r\n }\r\n\r\n this._engine._releaseRenderTargetWrapper(this);\r\n }\r\n}\r\n"]}
1
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{ InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetCreationOptions, TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Nullable } from \"../types\";\r\n\r\nimport { ThinEngine } from \"./thinEngine\";\r\n\r\n/**\r\n * An interface enforcing the renderTarget accessor to used by render target textures.\r\n */\r\nexport interface IRenderTargetTexture {\r\n /**\r\n * Entry point to access the wrapper on a texture.\r\n */\r\n renderTarget: Nullable<RenderTargetWrapper>;\r\n}\r\n\r\n/**\r\n * Wrapper around a render target (either single or multi textures)\r\n */\r\nexport class RenderTargetWrapper {\r\n protected _engine: ThinEngine;\r\n private _size: TextureSize;\r\n private _isCube: boolean;\r\n private _isMulti: boolean;\r\n private _textures: Nullable<InternalTexture[]> = null;\r\n\r\n /** @hidden */\r\n public _attachments: Nullable<number[]> = null;\r\n /** @hidden */\r\n public _generateStencilBuffer: boolean = false;\r\n /** @hidden */\r\n public _generateDepthBuffer: boolean = false;\r\n\r\n /** @hidden */\r\n public _depthStencilTexture: Nullable<InternalTexture>;\r\n /** @hidden */\r\n public _depthStencilTextureWithStencil: boolean = false;\r\n\r\n /**\r\n * Gets the depth/stencil texture (if created by a createDepthStencilTexture() call)\r\n */\r\n public get depthStencilTexture() {\r\n return this._depthStencilTexture;\r\n }\r\n\r\n /**\r\n * Indicates if the depth/stencil texture has a stencil aspect\r\n */\r\n public get depthStencilTextureWithStencil() {\r\n return this._depthStencilTextureWithStencil;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a cube texture or if false a 2d texture\r\n */\r\n public get isCube(): boolean {\r\n return this._isCube;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a single or multi target render wrapper\r\n */\r\n public get isMulti(): boolean {\r\n return this._isMulti;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a single or an array of textures\r\n */\r\n public get is2DArray(): boolean {\r\n return this.layers > 0;\r\n }\r\n\r\n /**\r\n * Gets the size of the render target wrapper (used for cubes, as width=height in this case)\r\n */\r\n public get size(): number {\r\n return this.width;\r\n }\r\n\r\n /**\r\n * Gets the width of the render target wrapper\r\n */\r\n public get width(): number {\r\n return (<{ width: number; height: number }>this._size).width || <number>this._size;\r\n }\r\n\r\n /**\r\n * Gets the height of the render target wrapper\r\n */\r\n public get height(): number {\r\n return (<{ width: number; height: number }>this._size).height || <number>this._size;\r\n }\r\n\r\n /**\r\n * Gets the number of layers of the render target wrapper (only used if is2DArray is true)\r\n */\r\n public get layers(): number {\r\n return (<{ width: number; height: number; layers?: number }>this._size).layers || 0;\r\n }\r\n\r\n /**\r\n * Gets the render texture. If this is a multi render target, gets the first texture\r\n */\r\n public get texture(): Nullable<InternalTexture> {\r\n return this._textures?.[0] ?? null;\r\n }\r\n\r\n /**\r\n * Gets the list of render textures. If we are not in a multi render target, the list will be null (use the texture getter instead)\r\n */\r\n public get textures(): Nullable<InternalTexture[]> {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Gets the sample count of the render target\r\n */\r\n public get samples(): number {\r\n return this.texture?.samples ?? 1;\r\n }\r\n\r\n /**\r\n * Sets the sample count of the render target\r\n * @param value sample count\r\n * @param initializeBuffers If set to true, the engine will make an initializing call to drawBuffers (only used when isMulti=true).\r\n * @param force true to force calling the update sample count engine function even if the current sample count is equal to value\r\n * @returns the sample count that has been set\r\n */\r\n public setSamples(value: number, initializeBuffers = true, force = false): number {\r\n if (this.samples === value && !force) {\r\n return value;\r\n }\r\n\r\n return this._isMulti\r\n ? this._engine.updateMultipleRenderTargetTextureSampleCount(this, value, initializeBuffers)\r\n : this._engine.updateRenderTargetTextureSampleCount(this, value);\r\n }\r\n\r\n /**\r\n * Initializes the render target wrapper\r\n * @param isMulti true if the wrapper is a multi render target\r\n * @param isCube true if the wrapper should render to a cube texture\r\n * @param size size of the render target (width/height/layers)\r\n * @param engine engine used to create the render target\r\n */\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine) {\r\n this._isMulti = isMulti;\r\n this._isCube = isCube;\r\n this._size = size;\r\n this._engine = engine;\r\n this._depthStencilTexture = null;\r\n }\r\n\r\n /**\r\n * Sets the render target texture(s)\r\n * @param textures texture(s) to set\r\n */\r\n public setTextures(textures: Nullable<InternalTexture> | Nullable<InternalTexture[]>): void {\r\n if (Array.isArray(textures)) {\r\n this._textures = textures;\r\n } else if (textures) {\r\n this._textures = [textures];\r\n } else {\r\n this._textures = null;\r\n }\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true): void {\r\n if (!this._textures) {\r\n this._textures = [];\r\n }\r\n if (this._textures[index] && disposePrevious) {\r\n this._textures[index].dispose();\r\n }\r\n\r\n this._textures[index] = texture;\r\n }\r\n\r\n /**\r\n * Creates the depth/stencil texture\r\n * @param comparisonFunction Comparison function to use for the texture\r\n * @param bilinearFiltering true if bilinear filtering should be used when sampling the texture\r\n * @param generateStencil true if the stencil aspect should also be created\r\n * @param samples sample count to use when creating the texture\r\n * @param format format of the depth texture\r\n * @returns the depth/stencil created texture\r\n */\r\n public createDepthStencilTexture(comparisonFunction: number = 0, bilinearFiltering: boolean = true, generateStencil: boolean = false, samples: number = 1, format: number = 14): InternalTexture {\r\n this._depthStencilTexture?.dispose();\r\n\r\n this._depthStencilTextureWithStencil = generateStencil;\r\n this._depthStencilTexture = this._engine.createDepthStencilTexture(\r\n this._size,\r\n {\r\n bilinearFiltering,\r\n comparisonFunction,\r\n generateStencil,\r\n isCube: this._isCube,\r\n samples,\r\n depthTextureFormat: format,\r\n },\r\n this\r\n );\r\n\r\n return this._depthStencilTexture;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @hidden\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: RenderTargetWrapper): void {\r\n if (this._depthStencilTexture) {\r\n if (renderTarget._depthStencilTexture) {\r\n renderTarget._depthStencilTexture.dispose();\r\n }\r\n\r\n renderTarget._depthStencilTexture = this._depthStencilTexture;\r\n this._depthStencilTexture.incrementReferences();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _swapAndDie(target: InternalTexture): void {\r\n if (this.texture) {\r\n this.texture._swapAndDie(target);\r\n }\r\n this._textures = null;\r\n this.dispose(true);\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._isMulti) {\r\n const textureArray = this.textures;\r\n if (textureArray && textureArray.length > 0) {\r\n let generateDepthTexture = false;\r\n let textureCount = textureArray.length;\r\n\r\n const lastTextureSource = textureArray[textureArray.length - 1]._source;\r\n if (lastTextureSource === InternalTextureSource.Depth || lastTextureSource === InternalTextureSource.DepthStencil) {\r\n generateDepthTexture = true;\r\n textureCount--;\r\n }\r\n\r\n const samplingModes: number[] = [];\r\n const types: number[] = [];\r\n\r\n for (let i = 0; i < textureCount; ++i) {\r\n const texture = textureArray[i];\r\n\r\n samplingModes.push(texture.samplingMode);\r\n types.push(texture.type);\r\n }\r\n\r\n const optionsMRT = {\r\n samplingModes,\r\n generateMipMaps: textureArray[0].generateMipMaps,\r\n generateDepthBuffer: this._generateDepthBuffer,\r\n generateStencilBuffer: this._generateStencilBuffer,\r\n generateDepthTexture,\r\n types,\r\n textureCount,\r\n };\r\n const size = {\r\n width: this.width,\r\n height: this.height,\r\n };\r\n\r\n rtw = this._engine.createMultipleRenderTarget(size, optionsMRT);\r\n }\r\n } else {\r\n const options: RenderTargetCreationOptions = {};\r\n\r\n options.generateDepthBuffer = this._generateDepthBuffer;\r\n options.generateMipMaps = this.texture?.generateMipMaps ?? false;\r\n options.generateStencilBuffer = this._generateStencilBuffer;\r\n options.samplingMode = this.texture?.samplingMode;\r\n options.type = this.texture?.type;\r\n options.format = this.texture?.format;\r\n\r\n if (this.isCube) {\r\n rtw = this._engine.createRenderTargetCubeTexture(this.width, options);\r\n } else {\r\n let size = {\r\n width: this.width,\r\n height: this.height,\r\n layers: this.is2DArray ? this.texture?.depth : undefined,\r\n };\r\n\r\n rtw = this._engine.createRenderTargetTexture(size, options);\r\n }\r\n rtw.texture!.isReady = true;\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: RenderTargetWrapper): void {\r\n if (this._textures && target._textures) {\r\n for (let i = 0; i < this._textures.length; ++i) {\r\n this._textures[i]._swapAndDie(target._textures[i], false);\r\n target._textures[i].isReady = true;\r\n }\r\n }\r\n if (this._depthStencilTexture && target._depthStencilTexture) {\r\n this._depthStencilTexture._swapAndDie(target._depthStencilTexture);\r\n target._depthStencilTexture.isReady = true;\r\n }\r\n\r\n this._textures = null;\r\n this._depthStencilTexture = null;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n let rtw = this._cloneRenderTargetWrapper();\r\n if (!rtw) {\r\n return;\r\n }\r\n\r\n if (this._depthStencilTexture) {\r\n const samplingMode = this._depthStencilTexture.samplingMode;\r\n const bilinear =\r\n samplingMode === 2 ||\r\n samplingMode === 3 ||\r\n samplingMode === 11;\r\n rtw.createDepthStencilTexture(this._depthStencilTexture._comparisonFunction, bilinear, this._depthStencilTextureWithStencil, this._depthStencilTexture.samples);\r\n }\r\n\r\n if (this.samples > 1) {\r\n rtw.setSamples(this.samples);\r\n }\r\n\r\n rtw._swapRenderTargetWrapper(this);\r\n rtw.dispose();\r\n }\r\n\r\n /**\r\n * Releases the internal render textures\r\n */\r\n public releaseTextures(): void {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures?.length ?? 0; ++i) {\r\n this._textures[i].dispose();\r\n }\r\n }\r\n this._textures = null;\r\n }\r\n\r\n /**\r\n * Disposes the whole render target wrapper\r\n * @param disposeOnlyFramebuffers true if only the frame buffers should be released (used for the WebGL engine). If false, all the textures will also be released\r\n */\r\n public dispose(disposeOnlyFramebuffers = false): void {\r\n if (!disposeOnlyFramebuffers) {\r\n this._depthStencilTexture?.dispose();\r\n this._depthStencilTexture = null;\r\n this.releaseTextures();\r\n }\r\n\r\n this._engine._releaseRenderTargetWrapper(this);\r\n }\r\n}\r\n"]}
@@ -248,6 +248,11 @@ export declare class ThinEngine {
248
248
  protected _creationOptions: EngineOptions;
249
249
  protected _audioContext: Nullable<AudioContext>;
250
250
  protected _audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode>;
251
+ /**
252
+ * Gets the options used for engine creation
253
+ * @returns EngineOptions object
254
+ */
255
+ getCreationOptions(): EngineOptions;
251
256
  protected _highPrecisionShadersAllowed: boolean;
252
257
  /** @hidden */
253
258
  get _shouldUseHighPrecisionShader(): boolean;
@@ -379,6 +384,8 @@ export declare class ThinEngine {
379
384
  private _maxSimultaneousTextures;
380
385
  private _activeRequests;
381
386
  /** @hidden */
387
+ private _adaptToDeviceRatio;
388
+ /** @hidden */
382
389
  _transformTextureUrl: Nullable<(url: string) => string>;
383
390
  /**
384
391
  * Gets information about the current host
@@ -156,6 +156,8 @@ var ThinEngine = /** @class */ (function () {
156
156
  this._maxSimultaneousTextures = 0;
157
157
  this._activeRequests = new Array();
158
158
  /** @hidden */
159
+ this._adaptToDeviceRatio = false;
160
+ /** @hidden */
159
161
  this._transformTextureUrl = null;
160
162
  /**
161
163
  * Gets information about the current host
@@ -186,6 +188,8 @@ var ThinEngine = /** @class */ (function () {
186
188
  var canvas = null;
187
189
  options = options || {};
188
190
  this._creationOptions = options;
191
+ // Save this off for use in resize().
192
+ this._adaptToDeviceRatio = adaptToDeviceRatio !== null && adaptToDeviceRatio !== void 0 ? adaptToDeviceRatio : false;
189
193
  this._stencilStateComposer.stencilGlobal = this._stencilState;
190
194
  PerformanceConfigurator.SetMatrixPrecision(!!options.useHighPrecisionMatrix);
191
195
  if (!canvasOrContext) {
@@ -386,7 +390,7 @@ var ThinEngine = /** @class */ (function () {
386
390
  */
387
391
  // Not mixed with Version for tooling purpose.
388
392
  get: function () {
389
- return "babylonjs@5.0.0-beta.6";
393
+ return "babylonjs@5.0.0-beta.7";
390
394
  },
391
395
  enumerable: false,
392
396
  configurable: true
@@ -396,7 +400,7 @@ var ThinEngine = /** @class */ (function () {
396
400
  * Returns the current version of the framework
397
401
  */
398
402
  get: function () {
399
- return "5.0.0-beta.6";
403
+ return "5.0.0-beta.7";
400
404
  },
401
405
  enumerable: false,
402
406
  configurable: true
@@ -499,6 +503,13 @@ var ThinEngine = /** @class */ (function () {
499
503
  enumerable: false,
500
504
  configurable: true
501
505
  });
506
+ /**
507
+ * Gets the options used for engine creation
508
+ * @returns EngineOptions object
509
+ */
510
+ ThinEngine.prototype.getCreationOptions = function () {
511
+ return this._creationOptions;
512
+ };
502
513
  Object.defineProperty(ThinEngine.prototype, "_shouldUseHighPrecisionShader", {
503
514
  /** @hidden */
504
515
  get: function () {
@@ -1355,6 +1366,12 @@ var ThinEngine = /** @class */ (function () {
1355
1366
  if (forceSetSize === void 0) { forceSetSize = false; }
1356
1367
  var width;
1357
1368
  var height;
1369
+ // Requery hardware scaling level to handle zoomed-in resizing.
1370
+ if (this._adaptToDeviceRatio) {
1371
+ var devicePixelRatio_1 = IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
1372
+ var limitDeviceRatio = this._creationOptions.limitDeviceRatio || devicePixelRatio_1;
1373
+ this._hardwareScalingLevel = this._adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio_1) : 1.0;
1374
+ }
1358
1375
  if (IsWindowObjectExist()) {
1359
1376
  width = this._renderingCanvas ? (this._renderingCanvas.clientWidth || this._renderingCanvas.width) : window.innerWidth;
1360
1377
  height = this._renderingCanvas ? (this._renderingCanvas.clientHeight || this._renderingCanvas.height) : window.innerHeight;