@babylonjs/core 5.12.1 → 5.13.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Bones/skeleton.d.ts +1 -1
- package/Bones/skeleton.js +4 -4
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/camera.js +5 -1
- package/Cameras/camera.js.map +1 -1
- package/Debug/boneAxesViewer.js +0 -1
- package/Debug/boneAxesViewer.js.map +1 -1
- package/DeviceInput/InputDevices/webDeviceInputSystem.d.ts +2 -0
- package/DeviceInput/InputDevices/webDeviceInputSystem.js +31 -10
- package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js +16 -3
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.js +64 -8
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/engine.d.ts +6 -0
- package/Engines/engine.js +11 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +1 -1
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.d.ts +1 -1
- package/Engines/nullEngine.js +1 -1
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +2 -2
- package/Engines/thinEngine.js +12 -9
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +1 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/deviceInputEvents.d.ts +1 -1
- package/Events/deviceInputEvents.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +0 -5
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Lights/light.js +4 -1
- package/Lights/light.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +33 -8
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.d.ts +3 -3
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js +4 -4
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +3 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseSimpleMaterial.d.ts +1 -1
- package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.d.ts +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/Textures/texture.d.ts +1 -1
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/standardMaterial.js +2 -0
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.vector.js +3 -3
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/instancedMesh.d.ts +5 -0
- package/Meshes/instancedMesh.js +9 -0
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.js +8 -2
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/transformNode.js +4 -5
- package/Meshes/transformNode.js.map +1 -1
- package/Rendering/depthRenderer.js +28 -0
- package/Rendering/depthRenderer.js.map +1 -1
- package/Shaders/depth.fragment.d.ts +2 -0
- package/Shaders/depth.fragment.js +3 -1
- package/Shaders/depth.fragment.js.map +1 -1
- package/Shaders/depth.vertex.d.ts +2 -0
- package/Shaders/depth.vertex.js +3 -1
- package/Shaders/depth.vertex.js.map +1 -1
- package/node.d.ts +7 -0
- package/node.js +9 -0
- package/node.js.map +1 -1
- package/package.json +1 -1
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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @hidden */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @hidden */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateDepthBuffer = !!options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = !!options.generateStencilBuffer;\r\n fullOptions.noColorTarget = !!options.noColorTarget;\r\n } else {\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.noColorTarget = false;\r\n }\r\n\r\n const texture = fullOptions.noColorTarget ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options, rtWrapper);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction\r\n );\r\n\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n rtWrapper._depthStencilTextureWithStencil = internalOptions.generateStencil;\r\n\r\n const type = internalOptions.generateStencil ? gl.UNSIGNED_INT_24_8 : gl.UNSIGNED_INT;\r\n const internalFormat = internalOptions.generateStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let sizedFormat = internalFormat;\r\n if (this.webGLVersion > 1) {\r\n sizedFormat = internalOptions.generateStencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, layers, 0, internalFormat, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, 0, internalFormat, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n if (hardwareTexture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);\r\n hardwareTexture._MSAARenderBuffer = null;\r\n }\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(rtWrapper.texture.type),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture._MSAARenderBuffer = colorRenderbuffer;\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
|
|
1
|
+
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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @hidden */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @hidden */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateDepthBuffer = !!options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = !!options.generateStencilBuffer;\r\n fullOptions.noColorTarget = !!options.noColorTarget;\r\n } else {\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.noColorTarget = false;\r\n }\r\n\r\n const texture = fullOptions.noColorTarget ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options, rtWrapper);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction\r\n );\r\n\r\n if (internalOptions.depthTextureFormat !== undefined) {\r\n if (\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH16 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32_FLOAT &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8\r\n ) {\r\n Logger.Error(\"Depth texture format is not supported.\");\r\n return internalTexture;\r\n }\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n } else {\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n }\r\n\r\n const hasStencil =\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n rtWrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n let type = gl.UNSIGNED_INT;\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n type = gl.UNSIGNED_SHORT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n type = gl.UNSIGNED_INT_24_8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n type = gl.FLOAT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n type = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n\r\n const format = hasStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let internalFormat = format;\r\n if (this.webGLVersion > 1) {\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n internalFormat = gl.DEPTH_COMPONENT16;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24) {\r\n internalFormat = gl.DEPTH_COMPONENT24;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n internalFormat = gl.DEPTH24_STENCIL8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n internalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n internalFormat = gl.DEPTH32F_STENCIL8;\r\n }\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, layers, 0, format, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, internalFormat, internalTexture.width, internalTexture.height, 0, format, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n // Dispose previous depth/stencil render buffers and clear the corresponding attachment.\r\n // Next time this framebuffer is bound, the new depth/stencil texture will be attached.\r\n const glRtWrapper = <WebGLRenderTargetWrapper>(rtWrapper as any);\r\n if (glRtWrapper._depthStencilBuffer) {\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n this._bindUnboundFramebuffer(glRtWrapper._framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n gl.deleteRenderbuffer(glRtWrapper._depthStencilBuffer);\r\n glRtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n if (hardwareTexture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);\r\n hardwareTexture._MSAARenderBuffer = null;\r\n }\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(rtWrapper.texture.type),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture._MSAARenderBuffer = colorRenderbuffer;\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
|
package/Engines/engine.d.ts
CHANGED
|
@@ -298,6 +298,10 @@ export declare class Engine extends ThinEngine {
|
|
|
298
298
|
* Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
|
|
299
299
|
**/
|
|
300
300
|
disableManifestCheck: boolean;
|
|
301
|
+
/**
|
|
302
|
+
* Gets or sets a boolean to enable/disable the context menu (right-click) from appearing on the main canvas
|
|
303
|
+
*/
|
|
304
|
+
disableContextMenu: boolean;
|
|
301
305
|
/**
|
|
302
306
|
* Gets the list of created scenes
|
|
303
307
|
*/
|
|
@@ -396,6 +400,7 @@ export declare class Engine extends ThinEngine {
|
|
|
396
400
|
private _onCanvasPointerOut;
|
|
397
401
|
private _onCanvasBlur;
|
|
398
402
|
private _onCanvasFocus;
|
|
403
|
+
private _onCanvasContextMenu;
|
|
399
404
|
private _onFullscreenChange;
|
|
400
405
|
private _onPointerLockChange;
|
|
401
406
|
protected _compatibilityMode: boolean;
|
|
@@ -1203,6 +1208,7 @@ interface WebGLRenderingContext {
|
|
|
1203
1208
|
readonly UNSIGNED_INT_5_9_9_9_REV: number;
|
|
1204
1209
|
readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
|
|
1205
1210
|
readonly DEPTH_COMPONENT32F: number;
|
|
1211
|
+
readonly DEPTH32F_STENCIL8: number;
|
|
1206
1212
|
|
|
1207
1213
|
texImage3D(
|
|
1208
1214
|
target: number,
|
package/Engines/engine.js
CHANGED
|
@@ -38,6 +38,10 @@ var Engine = /** @class */ (function (_super) {
|
|
|
38
38
|
* Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
|
|
39
39
|
**/
|
|
40
40
|
_this.disableManifestCheck = false;
|
|
41
|
+
/**
|
|
42
|
+
* Gets or sets a boolean to enable/disable the context menu (right-click) from appearing on the main canvas
|
|
43
|
+
*/
|
|
44
|
+
_this.disableContextMenu = true;
|
|
41
45
|
/**
|
|
42
46
|
* Gets the list of created scenes
|
|
43
47
|
*/
|
|
@@ -361,8 +365,14 @@ var Engine = /** @class */ (function (_super) {
|
|
|
361
365
|
this._onCanvasBlur = function () {
|
|
362
366
|
_this.onCanvasBlurObservable.notifyObservers(_this);
|
|
363
367
|
};
|
|
368
|
+
this._onCanvasContextMenu = function (evt) {
|
|
369
|
+
if (_this.disableContextMenu) {
|
|
370
|
+
evt.preventDefault();
|
|
371
|
+
}
|
|
372
|
+
};
|
|
364
373
|
canvas.addEventListener("focus", this._onCanvasFocus);
|
|
365
374
|
canvas.addEventListener("blur", this._onCanvasBlur);
|
|
375
|
+
canvas.addEventListener("contextmenu", this._onCanvasContextMenu);
|
|
366
376
|
this._onBlur = function () {
|
|
367
377
|
if (_this.disablePerformanceMonitorInBackground) {
|
|
368
378
|
_this._performanceMonitor.disable();
|
|
@@ -1429,6 +1439,7 @@ var Engine = /** @class */ (function (_super) {
|
|
|
1429
1439
|
this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
|
|
1430
1440
|
this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
|
|
1431
1441
|
this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
|
|
1442
|
+
this._renderingCanvas.removeEventListener("contextmenu", this._onCanvasContextMenu);
|
|
1432
1443
|
}
|
|
1433
1444
|
if (IsDocumentAvailable()) {
|
|
1434
1445
|
document.removeEventListener("fullscreenchange", this._onFullscreenChange);
|