@babylonjs/core 5.22.1 → 5.24.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/abstractActionManager.d.ts +6 -6
- package/Actions/abstractActionManager.js +1 -1
- package/Actions/abstractActionManager.js.map +1 -1
- package/Actions/actionManager.d.ts +5 -5
- package/Actions/actionManager.js +5 -5
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animatable.js +2 -1
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.js +137 -139
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.d.ts +3 -3
- package/Animations/animationGroup.js +3 -3
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/runtimeAnimation.js +6 -7
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +1 -1
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +2 -1
- package/Audio/sound.js +21 -9
- package/Audio/sound.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/framingBehavior.js +1 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Bones/bone.d.ts +1 -1
- package/Bones/bone.js +1 -1
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.d.ts +2 -2
- package/Bones/skeleton.js +11 -5
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +3 -22
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +3 -3
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +1 -11
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +3 -3
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -4
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +3 -3
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +1 -1
- package/Cameras/arcRotateCamera.js +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +2 -2
- package/Cameras/camera.js +2 -2
- package/Cameras/camera.js.map +1 -1
- package/Cameras/freeCamera.d.ts +1 -1
- package/Cameras/freeCamera.js +1 -1
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/gamepadCamera.d.ts +1 -1
- package/Cameras/gamepadCamera.js +1 -1
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +1 -1
- package/Cameras/targetCamera.js +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +1 -1
- package/Cameras/touchCamera.js +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.d.ts +1 -1
- package/Cameras/universalCamera.js +1 -1
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.d.ts +1 -1
- package/Cameras/virtualJoysticksCamera.js +1 -1
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Culling/boundingBox.d.ts +2 -2
- package/Culling/boundingBox.js +2 -2
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/ray.d.ts +1 -1
- package/Culling/ray.js +1 -1
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +20 -2
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js +8 -10
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +2 -2
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/ICanvas.d.ts +11 -0
- package/Engines/ICanvas.js.map +1 -1
- package/Engines/WebGL/webGLPipelineContext.d.ts +29 -19
- package/Engines/WebGL/webGLPipelineContext.js +99 -311
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/engine.d.ts +2 -2
- package/Engines/engine.js +2 -2
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +2 -2
- package/Engines/nativeEngine.js +2 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +1 -0
- package/Engines/renderTargetWrapper.js +5 -2
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +6 -5
- package/Engines/thinEngine.js +11 -7
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +4 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/clipboardEvents.d.ts +1 -1
- package/Events/clipboardEvents.js +1 -1
- package/Events/clipboardEvents.js.map +1 -1
- package/Events/deviceInputEvents.d.ts +11 -4
- package/Events/deviceInputEvents.js.map +1 -1
- package/Gamepads/Controllers/windowsMotionController.d.ts +1 -1
- package/Gamepads/Controllers/windowsMotionController.js +1 -1
- package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.d.ts +4 -0
- package/Gizmos/boundingBoxGizmo.js +6 -0
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Inputs/scene.inputManager.js +4 -4
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.d.ts +3 -3
- package/Layers/effectLayer.js +1 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.d.ts +3 -3
- package/Layers/glowLayer.js +2 -2
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +3 -3
- package/Layers/highlightLayer.js +2 -2
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/directionalLight.d.ts +2 -2
- package/Lights/directionalLight.js +2 -2
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.d.ts +3 -3
- package/Lights/hemisphericLight.js +3 -3
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.d.ts +2 -2
- package/Lights/light.js +2 -2
- package/Lights/light.js.map +1 -1
- package/Lights/lightConstants.d.ts +1 -1
- package/Lights/lightConstants.js +1 -1
- package/Lights/lightConstants.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +3 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/sceneLoader.d.ts +1 -1
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +4 -0
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +4 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -1
- package/Materials/Node/nodeMaterial.js +5 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +4 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.d.ts +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.js +9 -3
- package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +9 -9
- package/Materials/Textures/Procedurals/proceduralTexture.js +9 -9
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/colorGradingTexture.d.ts +1 -1
- package/Materials/Textures/colorGradingTexture.js +1 -1
- package/Materials/Textures/colorGradingTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +2 -2
- package/Materials/Textures/cubeTexture.js +2 -2
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/rawCubeTexture.d.ts +1 -1
- package/Materials/Textures/rawCubeTexture.js +1 -1
- package/Materials/Textures/rawCubeTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +3 -5
- package/Materials/Textures/renderTargetTexture.js +19 -19
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/colorCurves.d.ts +3 -3
- package/Materials/colorCurves.js +3 -3
- package/Materials/colorCurves.js.map +1 -1
- package/Materials/effect.d.ts +27 -27
- package/Materials/effect.js +22 -288
- package/Materials/effect.js.map +1 -1
- package/Materials/fresnelParameters.d.ts +1 -1
- package/Materials/fresnelParameters.js +1 -1
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +4 -4
- package/Materials/imageProcessingConfiguration.js +4 -4
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +25 -25
- package/Materials/shaderMaterial.js +25 -25
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.js +4 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/index.d.ts +1 -0
- package/Maths/index.js +1 -0
- package/Maths/index.js.map +1 -1
- package/Maths/math.functions.d.ts +2 -2
- package/Maths/math.functions.js +2 -2
- package/Maths/math.functions.js.map +1 -1
- package/Maths/math.polar.d.ts +77 -0
- package/Maths/math.polar.js +114 -0
- package/Maths/math.polar.js.map +1 -0
- package/Maths/math.scalar.d.ts +2 -2
- package/Maths/math.scalar.js +2 -2
- package/Maths/math.scalar.js.map +1 -1
- package/Maths/math.vector.d.ts +13 -12
- package/Maths/math.vector.js +13 -12
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +1 -1
- package/Meshes/abstractMesh.js +13 -2
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +3 -3
- package/Meshes/geometry.js +3 -3
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/groundMesh.d.ts +5 -4
- package/Meshes/groundMesh.js +5 -4
- package/Meshes/groundMesh.js.map +1 -1
- package/Meshes/instancedMesh.d.ts +1 -1
- package/Meshes/instancedMesh.js +1 -1
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +3 -3
- package/Meshes/mesh.js +7 -3
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/subMesh.d.ts +1 -1
- package/Meshes/subMesh.js +1 -1
- package/Meshes/subMesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.d.ts +1 -1
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Meshes/transformNode.js +6 -0
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.d.ts +2 -2
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -2
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
- package/Misc/HighDynamicRange/hdr.d.ts +3 -3
- package/Misc/HighDynamicRange/hdr.js +3 -3
- package/Misc/HighDynamicRange/hdr.js.map +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
- package/Misc/arrayTools.d.ts +13 -12
- package/Misc/arrayTools.js +70 -39
- package/Misc/arrayTools.js.map +1 -1
- package/Misc/assetsManager.d.ts +3 -3
- package/Misc/assetsManager.js +3 -3
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/basis.js +17 -3
- package/Misc/basis.js.map +1 -1
- package/Misc/environmentTextureTools.d.ts +4 -4
- package/Misc/environmentTextureTools.js +5 -5
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/fileTools.d.ts +3 -3
- package/Misc/fileTools.js +19 -12
- package/Misc/fileTools.js.map +1 -1
- package/Misc/logger.js +1 -1
- package/Misc/logger.js.map +1 -1
- package/Misc/observable.d.ts +1 -1
- package/Misc/observable.js +1 -1
- package/Misc/observable.js.map +1 -1
- package/Misc/performanceMonitor.d.ts +3 -3
- package/Misc/performanceMonitor.js +3 -3
- package/Misc/performanceMonitor.js.map +1 -1
- package/Misc/rgbdTextureTools.d.ts +1 -1
- package/Misc/rgbdTextureTools.js +1 -1
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/Misc/sceneOptimizer.d.ts +7 -7
- package/Misc/sceneOptimizer.js +7 -7
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Misc/stringDictionary.d.ts +6 -6
- package/Misc/stringDictionary.js +6 -6
- package/Misc/stringDictionary.js.map +1 -1
- package/Misc/textureTools.d.ts +4 -4
- package/Misc/textureTools.js +4 -4
- package/Misc/textureTools.js.map +1 -1
- package/Misc/tools.d.ts +6 -6
- package/Misc/tools.js +6 -6
- package/Misc/tools.js.map +1 -1
- package/Misc/videoRecorder.d.ts +1 -1
- package/Misc/videoRecorder.js +1 -1
- package/Misc/videoRecorder.js.map +1 -1
- package/Offline/database.js +3 -3
- package/Offline/database.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +1 -1
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +1 -1
- package/Particles/gpuParticleSystem.js +1 -1
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +1 -1
- package/Particles/particleSystem.js +1 -1
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/solidParticleSystem.d.ts +4 -0
- package/Particles/solidParticleSystem.js +25 -3
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Physics/Plugins/ammoJSPlugin.d.ts +1 -1
- package/Physics/Plugins/ammoJSPlugin.js +1 -1
- package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
- package/Physics/Plugins/oimoJSPlugin.js +1 -1
- package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
- package/Physics/physicsEngineComponent.d.ts +1 -1
- package/Physics/physicsEngineComponent.js +1 -1
- package/Physics/physicsEngineComponent.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +3 -3
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +1 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/blurPostProcess.d.ts +3 -3
- package/PostProcesses/blurPostProcess.js +3 -3
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +3 -3
- package/PostProcesses/volumetricLightScatteringPostProcess.js +3 -3
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +1 -0
- package/Rendering/depthPeelingRenderer.js +32 -5
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.d.ts +2 -2
- package/Rendering/edgesRenderer.js +1 -1
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +4 -2
- package/Rendering/geometryBufferRenderer.js +5 -3
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/geometryBufferRendererSceneComponent.d.ts +2 -1
- package/Rendering/geometryBufferRendererSceneComponent.js +3 -2
- package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +11 -3
- package/Rendering/prePassRenderer.js +18 -3
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Rendering/subSurfaceConfiguration.d.ts +2 -2
- package/Rendering/subSurfaceConfiguration.js +2 -2
- package/Rendering/subSurfaceConfiguration.js.map +1 -1
- package/Sprites/spriteSceneComponent.js +4 -1
- package/Sprites/spriteSceneComponent.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.d.ts +4 -0
- package/XR/features/WebXRControllerTeleportation.js +24 -19
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/XR/motionController/webXRAbstractMotionController.d.ts +2 -2
- package/XR/motionController/webXRAbstractMotionController.js +2 -2
- package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
- package/XR/motionController/webXRControllerComponent.d.ts +1 -1
- package/XR/motionController/webXRControllerComponent.js +1 -1
- package/XR/motionController/webXRControllerComponent.js.map +1 -1
- package/XR/motionController/webXRMotionControllerManager.d.ts +3 -3
- package/XR/motionController/webXRMotionControllerManager.js +3 -3
- package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
- package/node.d.ts +4 -4
- package/node.js +3 -3
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/readme.md +0 -4
- package/scene.d.ts +80 -63
- package/scene.js +92 -46
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +1 -1
- package/sceneComponent.js.map +1 -1
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type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Constants } from \"./constants\";\r\nimport type { 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(\r\n comparisonFunction: number = 0,\r\n bilinearFiltering: boolean = true,\r\n generateStencil: boolean = false,\r\n samples: number = 1,\r\n format: number = Constants.TEXTUREFORMAT_DEPTH32_FLOAT\r\n ): 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 /**\r\n * @param target\r\n * @hidden\r\n */\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 const 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 const 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 === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\r\n samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\r\n samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST;\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"]}
|
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1
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+
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type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Constants } from \"./constants\";\r\nimport type { 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 private _samples = 1;\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._samples;\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 const result = this._isMulti\r\n ? this._engine.updateMultipleRenderTargetTextureSampleCount(this, value, initializeBuffers)\r\n : this._engine.updateRenderTargetTextureSampleCount(this, value);\r\n this._samples = value;\r\n return result;\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(\r\n comparisonFunction: number = 0,\r\n bilinearFiltering: boolean = true,\r\n generateStencil: boolean = false,\r\n samples: number = 1,\r\n format: number = Constants.TEXTUREFORMAT_DEPTH32_FLOAT\r\n ): 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 /**\r\n * @param target\r\n * @hidden\r\n */\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 const 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 const 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 === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\r\n samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\r\n samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST;\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"]}
|
package/Engines/thinEngine.d.ts
CHANGED
|
@@ -484,12 +484,12 @@ export declare class ThinEngine {
|
|
|
484
484
|
* Create a canvas. This method is overridden by other engines
|
|
485
485
|
* @param width width
|
|
486
486
|
* @param height height
|
|
487
|
-
* @
|
|
487
|
+
* @returns ICanvas interface
|
|
488
488
|
*/
|
|
489
489
|
createCanvas(width: number, height: number): ICanvas;
|
|
490
490
|
/**
|
|
491
491
|
* Create an image to use with canvas
|
|
492
|
-
* @
|
|
492
|
+
* @returns IImage interface
|
|
493
493
|
*/
|
|
494
494
|
createCanvasImage(): IImage;
|
|
495
495
|
/**
|
|
@@ -1450,6 +1450,7 @@ export declare class ThinEngine {
|
|
|
1450
1450
|
* @hidden
|
|
1451
1451
|
*/
|
|
1452
1452
|
_createRenderBuffer(width: number, height: number, samples: number, internalFormat: number, msInternalFormat: number, attachment: number, unbindBuffer?: boolean): Nullable<WebGLRenderbuffer>;
|
|
1453
|
+
_updateRenderBuffer(renderBuffer: Nullable<WebGLRenderbuffer>, width: number, height: number, samples: number, internalFormat: number, msInternalFormat: number, attachment: number, unbindBuffer?: boolean): Nullable<WebGLRenderbuffer>;
|
|
1453
1454
|
/**
|
|
1454
1455
|
* @param texture
|
|
1455
1456
|
* @hidden
|
|
@@ -1628,19 +1629,19 @@ export declare class ThinEngine {
|
|
|
1628
1629
|
/**
|
|
1629
1630
|
* Find the next highest power of two.
|
|
1630
1631
|
* @param x Number to start search from.
|
|
1631
|
-
* @
|
|
1632
|
+
* @returns Next highest power of two.
|
|
1632
1633
|
*/
|
|
1633
1634
|
static CeilingPOT(x: number): number;
|
|
1634
1635
|
/**
|
|
1635
1636
|
* Find the next lowest power of two.
|
|
1636
1637
|
* @param x Number to start search from.
|
|
1637
|
-
* @
|
|
1638
|
+
* @returns Next lowest power of two.
|
|
1638
1639
|
*/
|
|
1639
1640
|
static FloorPOT(x: number): number;
|
|
1640
1641
|
/**
|
|
1641
1642
|
* Find the nearest power of two.
|
|
1642
1643
|
* @param x Number to start search from.
|
|
1643
|
-
* @
|
|
1644
|
+
* @returns Next nearest power of two.
|
|
1644
1645
|
*/
|
|
1645
1646
|
static NearestPOT(x: number): number;
|
|
1646
1647
|
/**
|
package/Engines/thinEngine.js
CHANGED
|
@@ -401,13 +401,13 @@ export class ThinEngine {
|
|
|
401
401
|
*/
|
|
402
402
|
// Not mixed with Version for tooling purpose.
|
|
403
403
|
static get NpmPackage() {
|
|
404
|
-
return "babylonjs@5.
|
|
404
|
+
return "babylonjs@5.24.0";
|
|
405
405
|
}
|
|
406
406
|
/**
|
|
407
407
|
* Returns the current version of the framework
|
|
408
408
|
*/
|
|
409
409
|
static get Version() {
|
|
410
|
-
return "5.
|
|
410
|
+
return "5.24.0";
|
|
411
411
|
}
|
|
412
412
|
/**
|
|
413
413
|
* Returns a string describing the current engine
|
|
@@ -628,14 +628,14 @@ export class ThinEngine {
|
|
|
628
628
|
* Create a canvas. This method is overridden by other engines
|
|
629
629
|
* @param width width
|
|
630
630
|
* @param height height
|
|
631
|
-
* @
|
|
631
|
+
* @returns ICanvas interface
|
|
632
632
|
*/
|
|
633
633
|
createCanvas(width, height) {
|
|
634
634
|
return ThinEngine._CreateCanvas(width, height);
|
|
635
635
|
}
|
|
636
636
|
/**
|
|
637
637
|
* Create an image to use with canvas
|
|
638
|
-
* @
|
|
638
|
+
* @returns IImage interface
|
|
639
639
|
*/
|
|
640
640
|
createCanvasImage() {
|
|
641
641
|
return document.createElement("img");
|
|
@@ -3683,6 +3683,10 @@ export class ThinEngine {
|
|
|
3683
3683
|
_createRenderBuffer(width, height, samples, internalFormat, msInternalFormat, attachment, unbindBuffer = true) {
|
|
3684
3684
|
const gl = this._gl;
|
|
3685
3685
|
const renderBuffer = gl.createRenderbuffer();
|
|
3686
|
+
return this._updateRenderBuffer(renderBuffer, width, height, samples, internalFormat, msInternalFormat, attachment, unbindBuffer);
|
|
3687
|
+
}
|
|
3688
|
+
_updateRenderBuffer(renderBuffer, width, height, samples, internalFormat, msInternalFormat, attachment, unbindBuffer = true) {
|
|
3689
|
+
const gl = this._gl;
|
|
3686
3690
|
gl.bindRenderbuffer(gl.RENDERBUFFER, renderBuffer);
|
|
3687
3691
|
if (samples > 1 && gl.renderbufferStorageMultisample) {
|
|
3688
3692
|
gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, msInternalFormat, width, height);
|
|
@@ -4563,7 +4567,7 @@ export class ThinEngine {
|
|
|
4563
4567
|
/**
|
|
4564
4568
|
* Find the next highest power of two.
|
|
4565
4569
|
* @param x Number to start search from.
|
|
4566
|
-
* @
|
|
4570
|
+
* @returns Next highest power of two.
|
|
4567
4571
|
*/
|
|
4568
4572
|
static CeilingPOT(x) {
|
|
4569
4573
|
x--;
|
|
@@ -4578,7 +4582,7 @@ export class ThinEngine {
|
|
|
4578
4582
|
/**
|
|
4579
4583
|
* Find the next lowest power of two.
|
|
4580
4584
|
* @param x Number to start search from.
|
|
4581
|
-
* @
|
|
4585
|
+
* @returns Next lowest power of two.
|
|
4582
4586
|
*/
|
|
4583
4587
|
static FloorPOT(x) {
|
|
4584
4588
|
x = x | (x >> 1);
|
|
@@ -4591,7 +4595,7 @@ export class ThinEngine {
|
|
|
4591
4595
|
/**
|
|
4592
4596
|
* Find the nearest power of two.
|
|
4593
4597
|
* @param x Number to start search from.
|
|
4594
|
-
* @
|
|
4598
|
+
* @returns Next nearest power of two.
|
|
4595
4599
|
*/
|
|
4596
4600
|
static NearestPOT(x) {
|
|
4597
4601
|
const c = ThinEngine.CeilingPOT(x);
|