@babylonjs/core 5.23.0 → 5.25.0

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.
Files changed (1828) hide show
  1. package/Actions/abstractActionManager.d.ts +6 -6
  2. package/Actions/abstractActionManager.js +1 -1
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Actions/action.d.ts +12 -21
  5. package/Actions/action.js +8 -17
  6. package/Actions/action.js.map +1 -1
  7. package/Actions/actionManager.d.ts +7 -10
  8. package/Actions/actionManager.js +7 -10
  9. package/Actions/actionManager.js.map +1 -1
  10. package/Actions/condition.d.ts +9 -50
  11. package/Actions/condition.js +3 -26
  12. package/Actions/condition.js.map +1 -1
  13. package/Actions/directActions.d.ts +7 -7
  14. package/Actions/directActions.js +7 -7
  15. package/Actions/directActions.js.map +1 -1
  16. package/Actions/directAudioActions.d.ts +2 -2
  17. package/Actions/directAudioActions.js +2 -2
  18. package/Actions/directAudioActions.js.map +1 -1
  19. package/Actions/interpolateValueAction.d.ts +1 -1
  20. package/Actions/interpolateValueAction.js +1 -1
  21. package/Actions/interpolateValueAction.js.map +1 -1
  22. package/Animations/animatable.d.ts +5 -6
  23. package/Animations/animatable.js +1 -2
  24. package/Animations/animatable.js.map +1 -1
  25. package/Animations/animation.d.ts +6 -20
  26. package/Animations/animation.js +6 -20
  27. package/Animations/animation.js.map +1 -1
  28. package/Animations/animationEvent.d.ts +1 -1
  29. package/Animations/animationEvent.js +1 -1
  30. package/Animations/animationEvent.js.map +1 -1
  31. package/Animations/animationGroup.d.ts +4 -4
  32. package/Animations/animationGroup.js +4 -4
  33. package/Animations/animationGroup.js.map +1 -1
  34. package/Animations/easing.d.ts +13 -26
  35. package/Animations/easing.js +13 -26
  36. package/Animations/easing.js.map +1 -1
  37. package/Animations/runtimeAnimation.d.ts +3 -4
  38. package/Animations/runtimeAnimation.js +1 -2
  39. package/Animations/runtimeAnimation.js.map +1 -1
  40. package/Audio/audioSceneComponent.d.ts +2 -2
  41. package/Audio/audioSceneComponent.js.map +1 -1
  42. package/Audio/sound.d.ts +3 -4
  43. package/Audio/sound.js +2 -3
  44. package/Audio/sound.js.map +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  47. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  48. package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
  49. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  50. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  51. package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
  52. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  53. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  54. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  55. package/Behaviors/Cameras/framingBehavior.js +1 -1
  56. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  57. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  58. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  60. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  61. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  62. package/Behaviors/Meshes/followBehavior.js +1 -1
  63. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  64. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  65. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  66. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  67. package/Bones/bone.d.ts +8 -10
  68. package/Bones/bone.js +8 -10
  69. package/Bones/bone.js.map +1 -1
  70. package/Bones/skeleton.d.ts +8 -10
  71. package/Bones/skeleton.js +8 -10
  72. package/Bones/skeleton.js.map +1 -1
  73. package/Buffers/buffer.d.ts +6 -6
  74. package/Buffers/buffer.js +14 -16
  75. package/Buffers/buffer.js.map +1 -1
  76. package/Buffers/storageBuffer.d.ts +1 -1
  77. package/Buffers/storageBuffer.js +1 -1
  78. package/Buffers/storageBuffer.js.map +1 -1
  79. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  80. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  81. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  82. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  83. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  84. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  85. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
  86. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +1 -1
  87. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  88. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  89. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  90. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  91. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  92. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  93. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  94. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  95. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  96. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  97. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  98. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  99. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  100. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  101. package/Cameras/RigModes/vrRigMode.js +1 -3
  102. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  103. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  104. package/Cameras/RigModes/webVRRigMode.js +1 -3
  105. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  106. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  107. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  108. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  109. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  110. package/Cameras/VR/vrCameraMetrics.js +4 -4
  111. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  112. package/Cameras/VR/vrExperienceHelper.js +19 -24
  113. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  114. package/Cameras/VR/webVRCamera.d.ts +9 -9
  115. package/Cameras/VR/webVRCamera.js +9 -9
  116. package/Cameras/VR/webVRCamera.js.map +1 -1
  117. package/Cameras/arcRotateCamera.d.ts +12 -13
  118. package/Cameras/arcRotateCamera.js +9 -10
  119. package/Cameras/arcRotateCamera.js.map +1 -1
  120. package/Cameras/camera.d.ts +31 -40
  121. package/Cameras/camera.js +29 -38
  122. package/Cameras/camera.js.map +1 -1
  123. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  124. package/Cameras/deviceOrientationCamera.js +1 -1
  125. package/Cameras/deviceOrientationCamera.js.map +1 -1
  126. package/Cameras/flyCamera.d.ts +8 -12
  127. package/Cameras/flyCamera.js +6 -10
  128. package/Cameras/flyCamera.js.map +1 -1
  129. package/Cameras/followCamera.d.ts +2 -2
  130. package/Cameras/followCamera.js +2 -2
  131. package/Cameras/followCamera.js.map +1 -1
  132. package/Cameras/freeCamera.d.ts +7 -8
  133. package/Cameras/freeCamera.js +5 -6
  134. package/Cameras/freeCamera.js.map +1 -1
  135. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  136. package/Cameras/freeCameraInputsManager.js +2 -2
  137. package/Cameras/freeCameraInputsManager.js.map +1 -1
  138. package/Cameras/gamepadCamera.d.ts +1 -1
  139. package/Cameras/gamepadCamera.js +1 -1
  140. package/Cameras/gamepadCamera.js.map +1 -1
  141. package/Cameras/targetCamera.d.ts +22 -25
  142. package/Cameras/targetCamera.js +21 -24
  143. package/Cameras/targetCamera.js.map +1 -1
  144. package/Cameras/touchCamera.d.ts +2 -2
  145. package/Cameras/touchCamera.js +2 -2
  146. package/Cameras/touchCamera.js.map +1 -1
  147. package/Cameras/universalCamera.d.ts +1 -1
  148. package/Cameras/universalCamera.js +1 -1
  149. package/Cameras/universalCamera.js.map +1 -1
  150. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  151. package/Cameras/virtualJoysticksCamera.js +1 -1
  152. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  153. package/Collisions/collider.d.ts +13 -44
  154. package/Collisions/collider.js +10 -41
  155. package/Collisions/collider.js.map +1 -1
  156. package/Collisions/collisionCoordinator.d.ts +2 -2
  157. package/Collisions/collisionCoordinator.js +1 -1
  158. package/Collisions/collisionCoordinator.js.map +1 -1
  159. package/Collisions/intersectionInfo.d.ts +1 -1
  160. package/Collisions/intersectionInfo.js +1 -1
  161. package/Collisions/intersectionInfo.js.map +1 -1
  162. package/Collisions/meshCollisionData.d.ts +1 -1
  163. package/Collisions/meshCollisionData.js +1 -1
  164. package/Collisions/meshCollisionData.js.map +1 -1
  165. package/Collisions/pickingInfo.d.ts +1 -1
  166. package/Collisions/pickingInfo.js +1 -1
  167. package/Collisions/pickingInfo.js.map +1 -1
  168. package/Compute/IComputeContext.d.ts +1 -1
  169. package/Compute/IComputeContext.js.map +1 -1
  170. package/Compute/IComputePipelineContext.d.ts +2 -2
  171. package/Compute/IComputePipelineContext.js.map +1 -1
  172. package/Compute/computeEffect.d.ts +5 -5
  173. package/Compute/computeEffect.js +5 -5
  174. package/Compute/computeEffect.js.map +1 -1
  175. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  176. package/Culling/Octrees/octreeBlock.js +1 -9
  177. package/Culling/Octrees/octreeBlock.js.map +1 -1
  178. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  179. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  180. package/Culling/boundingBox.d.ts +6 -7
  181. package/Culling/boundingBox.js +5 -6
  182. package/Culling/boundingBox.js.map +1 -1
  183. package/Culling/boundingInfo.d.ts +1 -2
  184. package/Culling/boundingInfo.js +1 -2
  185. package/Culling/boundingInfo.js.map +1 -1
  186. package/Culling/boundingSphere.d.ts +1 -2
  187. package/Culling/boundingSphere.js +1 -2
  188. package/Culling/boundingSphere.js.map +1 -1
  189. package/Culling/ray.d.ts +7 -7
  190. package/Culling/ray.js +1 -1
  191. package/Culling/ray.js.map +1 -1
  192. package/Debug/debugLayer.d.ts +2 -2
  193. package/Debug/debugLayer.js +1 -1
  194. package/Debug/debugLayer.js.map +1 -1
  195. package/Debug/physicsViewer.d.ts +6 -6
  196. package/Debug/physicsViewer.js +4 -4
  197. package/Debug/physicsViewer.js.map +1 -1
  198. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  199. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  200. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  201. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  202. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  203. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  204. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  205. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  206. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  207. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  208. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  209. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  210. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  211. package/DeviceInput/webDeviceInputSystem.js +1 -1
  212. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  213. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  214. package/Engines/Extensions/engine.computeShader.js +1 -1
  215. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  216. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  217. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  218. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  219. package/Engines/Extensions/engine.debugging.js.map +1 -1
  220. package/Engines/Extensions/engine.multiRender.js +8 -10
  221. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  222. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  223. package/Engines/Extensions/engine.multiview.js.map +1 -1
  224. package/Engines/Extensions/engine.query.d.ts +24 -24
  225. package/Engines/Extensions/engine.query.js +8 -8
  226. package/Engines/Extensions/engine.query.js.map +1 -1
  227. package/Engines/Extensions/engine.rawTexture.js +3 -7
  228. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  229. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  230. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  231. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  232. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  233. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  234. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  235. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  236. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  237. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  238. package/Engines/Extensions/engine.views.d.ts +2 -2
  239. package/Engines/Extensions/engine.views.js.map +1 -1
  240. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  241. package/Engines/Extensions/engine.webVR.js.map +1 -1
  242. package/Engines/ICanvas.d.ts +11 -0
  243. package/Engines/ICanvas.js.map +1 -1
  244. package/Engines/IDrawContext.d.ts +1 -1
  245. package/Engines/IDrawContext.js.map +1 -1
  246. package/Engines/IMaterialContext.d.ts +1 -1
  247. package/Engines/IMaterialContext.js.map +1 -1
  248. package/Engines/IPipelineContext.d.ts +5 -5
  249. package/Engines/IPipelineContext.js.map +1 -1
  250. package/Engines/Native/nativeDataStream.d.ts +2 -2
  251. package/Engines/Native/nativeDataStream.js +1 -1
  252. package/Engines/Native/nativeDataStream.js.map +1 -1
  253. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  254. package/Engines/Native/nativeInterfaces.js.map +1 -1
  255. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  256. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  257. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  258. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  259. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  260. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  261. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  262. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  263. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  264. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  265. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  266. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  267. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  268. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  269. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  270. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  271. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  272. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  273. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  274. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  275. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  276. package/Engines/Processors/shaderCodeCursor.js +1 -1
  277. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  278. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  279. package/Engines/Processors/shaderCodeNode.js +1 -1
  280. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  281. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  282. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  283. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  284. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  285. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  286. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  287. package/Engines/Processors/shaderProcessor.js +2 -2
  288. package/Engines/Processors/shaderProcessor.js.map +1 -1
  289. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  290. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  291. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  292. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  293. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  294. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  295. package/Engines/WebGL/webGLPipelineContext.d.ts +29 -38
  296. package/Engines/WebGL/webGLPipelineContext.js +95 -326
  297. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  298. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  299. package/Engines/WebGL/webGLRenderTargetWrapper.js +3 -3
  300. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  301. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  302. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  303. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  304. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  305. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  306. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  307. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  308. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  309. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  310. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  311. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  312. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  313. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  314. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  315. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  316. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  317. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  318. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  319. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  320. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  321. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  322. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  323. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  324. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  325. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  326. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  327. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  328. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  329. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  330. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  331. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  332. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  333. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  334. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  335. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  336. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  337. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  338. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  339. package/Engines/WebGPU/webgpuConstants.js +38 -38
  340. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  341. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  342. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  343. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  344. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  345. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  346. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  347. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  348. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  349. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  350. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
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  1714. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +1 -1
  1715. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  1716. package/ShadersWGSL/ShadersInclude/instancesDeclaration.d.ts +1 -1
  1717. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +1 -1
  1718. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  1719. package/ShadersWGSL/ShadersInclude/instancesVertex.d.ts +1 -1
  1720. package/ShadersWGSL/ShadersInclude/instancesVertex.js +1 -1
  1721. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  1722. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.d.ts +1 -1
  1723. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +1 -1
  1724. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
  1725. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.d.ts +1 -1
  1726. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +1 -1
  1727. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  1728. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.d.ts +1 -1
  1729. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +1 -1
  1730. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  1731. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.d.ts +1 -1
  1732. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +1 -1
  1733. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  1734. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.d.ts +1 -1
  1735. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +1 -1
  1736. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  1737. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.d.ts +1 -1
  1738. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +1 -1
  1739. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  1740. package/ShadersWGSL/gpuUpdateParticles.compute.d.ts +1 -1
  1741. package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
  1742. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  1743. package/Sprites/spriteSceneComponent.d.ts +6 -6
  1744. package/Sprites/spriteSceneComponent.js.map +1 -1
  1745. package/Sprites/thinSprite.d.ts +5 -6
  1746. package/Sprites/thinSprite.js +1 -2
  1747. package/Sprites/thinSprite.js.map +1 -1
  1748. package/States/IStencilState.d.ts +1 -1
  1749. package/States/IStencilState.js.map +1 -1
  1750. package/States/alphaCullingState.d.ts +1 -1
  1751. package/States/alphaCullingState.js +1 -1
  1752. package/States/alphaCullingState.js.map +1 -1
  1753. package/States/depthCullingState.d.ts +1 -1
  1754. package/States/depthCullingState.js +1 -1
  1755. package/States/depthCullingState.js.map +1 -1
  1756. package/States/stencilState.d.ts +1 -1
  1757. package/States/stencilState.js +1 -1
  1758. package/States/stencilState.js.map +1 -1
  1759. package/States/stencilStateComposer.d.ts +1 -1
  1760. package/States/stencilStateComposer.js +1 -1
  1761. package/States/stencilStateComposer.js.map +1 -1
  1762. package/XR/features/WebXRControllerPhysics.d.ts +1 -1
  1763. package/XR/features/WebXRControllerPhysics.js +1 -1
  1764. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  1765. package/XR/features/WebXRControllerPointerSelection.d.ts +3 -6
  1766. package/XR/features/WebXRControllerPointerSelection.js +3 -6
  1767. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  1768. package/XR/features/WebXRControllerTeleportation.d.ts +4 -0
  1769. package/XR/features/WebXRControllerTeleportation.js +24 -19
  1770. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  1771. package/XR/features/WebXRLayers.d.ts +2 -2
  1772. package/XR/features/WebXRLayers.js +4 -4
  1773. package/XR/features/WebXRLayers.js.map +1 -1
  1774. package/XR/features/WebXRNearInteraction.js +2 -2
  1775. package/XR/features/WebXRNearInteraction.js.map +1 -1
  1776. package/XR/motionController/webXRAbstractMotionController.d.ts +5 -6
  1777. package/XR/motionController/webXRAbstractMotionController.js +4 -5
  1778. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  1779. package/XR/motionController/webXRControllerComponent.d.ts +1 -1
  1780. package/XR/motionController/webXRControllerComponent.js +1 -1
  1781. package/XR/motionController/webXRControllerComponent.js.map +1 -1
  1782. package/XR/motionController/webXRMotionControllerManager.d.ts +3 -3
  1783. package/XR/motionController/webXRMotionControllerManager.js +3 -3
  1784. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  1785. package/XR/native/nativeXRFrame.d.ts +2 -2
  1786. package/XR/native/nativeXRFrame.js +1 -1
  1787. package/XR/native/nativeXRFrame.js.map +1 -1
  1788. package/XR/native/nativeXRRenderTarget.d.ts +3 -3
  1789. package/XR/native/nativeXRRenderTarget.js +3 -3
  1790. package/XR/native/nativeXRRenderTarget.js.map +1 -1
  1791. package/XR/webXRCamera.d.ts +2 -2
  1792. package/XR/webXRCamera.js +1 -1
  1793. package/XR/webXRCamera.js.map +1 -1
  1794. package/XR/webXRDefaultExperience.d.ts +6 -6
  1795. package/XR/webXRDefaultExperience.js.map +1 -1
  1796. package/XR/webXRExperienceHelper.d.ts +21 -1
  1797. package/XR/webXRExperienceHelper.js +37 -7
  1798. package/XR/webXRExperienceHelper.js.map +1 -1
  1799. package/XR/webXRInputSource.d.ts +1 -1
  1800. package/XR/webXRInputSource.js.map +1 -1
  1801. package/XR/webXRLayerWrapper.d.ts +1 -1
  1802. package/XR/webXRLayerWrapper.js +1 -1
  1803. package/XR/webXRLayerWrapper.js.map +1 -1
  1804. package/XR/webXRRenderTargetTextureProvider.d.ts +1 -1
  1805. package/XR/webXRRenderTargetTextureProvider.js +1 -1
  1806. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  1807. package/XR/webXRSessionManager.d.ts +1 -2
  1808. package/XR/webXRSessionManager.js +1 -2
  1809. package/XR/webXRSessionManager.js.map +1 -1
  1810. package/XR/webXRWebGLLayer.d.ts +2 -2
  1811. package/XR/webXRWebGLLayer.js +2 -2
  1812. package/XR/webXRWebGLLayer.js.map +1 -1
  1813. package/abstractScene.d.ts +1 -1
  1814. package/abstractScene.js +1 -1
  1815. package/abstractScene.js.map +1 -1
  1816. package/node.d.ts +44 -56
  1817. package/node.js +43 -58
  1818. package/node.js.map +1 -1
  1819. package/package.json +1 -1
  1820. package/scene.d.ts +130 -168
  1821. package/scene.js +115 -142
  1822. package/scene.js.map +1 -1
  1823. package/sceneComponent.d.ts +2 -2
  1824. package/sceneComponent.js +2 -2
  1825. package/sceneComponent.js.map +1 -1
  1826. package/types.d.ts +2 -2
  1827. package/types.js +1 -1
  1828. package/types.js.map +1 -1
@@ -1,12 +1,12 @@
1
1
  declare module "../../Engines/thinEngine" {
2
2
  interface ThinEngine {
3
- /** @hidden */
3
+ /** @internal */
4
4
  _debugPushGroup(groupName: string, targetObject?: number): void;
5
- /** @hidden */
5
+ /** @internal */
6
6
  _debugPopGroup(targetObject?: number): void;
7
- /** @hidden */
7
+ /** @internal */
8
8
  _debugInsertMarker(text: string, targetObject?: number): void;
9
- /** @hidden */
9
+ /** @internal */
10
10
  _debugFlushPendingCommands(): void;
11
11
  }
12
12
  }
@@ -1 +1 @@
1
- {"version":3,"file":"engine.debugging.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/Extensions/engine.debugging.ts"],"names":[],"mappings":"AAAA,sDAAsD;AACtD,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAkBtD,UAAU,CAAC,SAAS,CAAC,eAAe,GAAG,UAAU,SAAiB,EAAE,YAAqB,IAAS,CAAC,CAAC;AAEpG,UAAU,CAAC,SAAS,CAAC,cAAc,GAAG,UAAU,YAAqB,IAAS,CAAC,CAAC;AAEhF,UAAU,CAAC,SAAS,CAAC,kBAAkB,GAAG,UAAU,IAAY,EAAE,YAAqB,IAAS,CAAC,CAAC;AAElG,UAAU,CAAC,SAAS,CAAC,0BAA0B,GAAG,cAAmB,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { ThinEngine } from \"../../Engines/thinEngine\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /** @hidden */\r\n _debugPushGroup(groupName: string, targetObject?: number): void;\r\n\r\n /** @hidden */\r\n _debugPopGroup(targetObject?: number): void;\r\n\r\n /** @hidden */\r\n _debugInsertMarker(text: string, targetObject?: number): void;\r\n\r\n /** @hidden */\r\n _debugFlushPendingCommands(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype._debugPushGroup = function (groupName: string, targetObject?: number): void {};\r\n\r\nThinEngine.prototype._debugPopGroup = function (targetObject?: number): void {};\r\n\r\nThinEngine.prototype._debugInsertMarker = function (text: string, targetObject?: number): void {};\r\n\r\nThinEngine.prototype._debugFlushPendingCommands = function (): void {};\r\n"]}
1
+ {"version":3,"file":"engine.debugging.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/Extensions/engine.debugging.ts"],"names":[],"mappings":"AAAA,sDAAsD;AACtD,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAkBtD,UAAU,CAAC,SAAS,CAAC,eAAe,GAAG,UAAU,SAAiB,EAAE,YAAqB,IAAS,CAAC,CAAC;AAEpG,UAAU,CAAC,SAAS,CAAC,cAAc,GAAG,UAAU,YAAqB,IAAS,CAAC,CAAC;AAEhF,UAAU,CAAC,SAAS,CAAC,kBAAkB,GAAG,UAAU,IAAY,EAAE,YAAqB,IAAS,CAAC,CAAC;AAElG,UAAU,CAAC,SAAS,CAAC,0BAA0B,GAAG,cAAmB,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { ThinEngine } from \"../../Engines/thinEngine\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /** @internal */\r\n _debugPushGroup(groupName: string, targetObject?: number): void;\r\n\r\n /** @internal */\r\n _debugPopGroup(targetObject?: number): void;\r\n\r\n /** @internal */\r\n _debugInsertMarker(text: string, targetObject?: number): void;\r\n\r\n /** @internal */\r\n _debugFlushPendingCommands(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype._debugPushGroup = function (groupName: string, targetObject?: number): void {};\r\n\r\nThinEngine.prototype._debugPopGroup = function (targetObject?: number): void {};\r\n\r\nThinEngine.prototype._debugInsertMarker = function (text: string, targetObject?: number): void {};\r\n\r\nThinEngine.prototype._debugFlushPendingCommands = function (): void {};\r\n"]}
@@ -254,7 +254,8 @@ ThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rt
254
254
  const gl = this._gl;
255
255
  samples = Math.min(samples, this.getCaps().maxMSAASamples);
256
256
  // Dispose previous render buffers
257
- if (rtWrapper._depthStencilBuffer) {
257
+ const useDepthStencil = !!rtWrapper._depthStencilBuffer;
258
+ if (useDepthStencil) {
258
259
  gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);
259
260
  rtWrapper._depthStencilBuffer = null;
260
261
  }
@@ -262,13 +263,6 @@ ThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rt
262
263
  gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);
263
264
  rtWrapper._MSAAFramebuffer = null;
264
265
  }
265
- for (let i = 0; i < count; i++) {
266
- const hardwareTexture = rtWrapper.textures[i]._hardwareTexture;
267
- if (hardwareTexture?._MSAARenderBuffer) {
268
- gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);
269
- hardwareTexture._MSAARenderBuffer = null;
270
- }
271
- }
272
266
  if (samples > 1 && gl.renderbufferStorageMultisample) {
273
267
  const framebuffer = gl.createFramebuffer();
274
268
  if (!framebuffer) {
@@ -281,7 +275,9 @@ ThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rt
281
275
  const texture = rtWrapper.textures[i];
282
276
  const hardwareTexture = texture._hardwareTexture;
283
277
  const attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
284
- const colorRenderbuffer = this._createRenderBuffer(texture.width, texture.height, samples, -1 /* not used */, this._getRGBAMultiSampleBufferFormat(texture.type), attachment);
278
+ const colorRenderbuffer = hardwareTexture._MSAARenderBuffer
279
+ ? this._updateRenderBuffer(hardwareTexture._MSAARenderBuffer, texture.width, texture.height, samples, -1 /* not used */, this._getRGBAMultiSampleBufferFormat(texture.type), attachment)
280
+ : this._createRenderBuffer(texture.width, texture.height, samples, -1 /* not used */, this._getRGBAMultiSampleBufferFormat(texture.type), attachment);
285
281
  if (!colorRenderbuffer) {
286
282
  throw new Error("Unable to create multi sampled framebuffer");
287
283
  }
@@ -296,7 +292,9 @@ ThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rt
296
292
  else {
297
293
  this._bindUnboundFramebuffer(rtWrapper._framebuffer);
298
294
  }
299
- rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(rtWrapper._generateStencilBuffer, rtWrapper._generateDepthBuffer, rtWrapper.texture.width, rtWrapper.texture.height, samples);
295
+ if (useDepthStencil) {
296
+ rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(rtWrapper._generateStencilBuffer, rtWrapper._generateDepthBuffer, rtWrapper.texture.width, rtWrapper.texture.height, samples);
297
+ }
300
298
  this._bindUnboundFramebuffer(null);
301
299
  return samples;
302
300
  };
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/features/webgl2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple 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 * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[]): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.restoreSingleAttachment = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.BACK]);\r\n};\r\n\r\nThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.COLOR_ATTACHMENT0]);\r\n};\r\n\r\nThinEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const gl = this._gl;\r\n\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push((<any>gl)[\"COLOR_ATTACHMENT\" + i]);\r\n } else {\r\n result.push(gl.NONE);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n const gl = this._gl;\r\n\r\n gl.drawBuffers(attachments);\r\n};\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: WebGLRenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n this._currentRenderTarget = null;\r\n\r\n // If MSAA, we need to bitblt back to main texture\r\n const gl = this._gl;\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, rtWrapper._framebuffer);\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n\r\n for (let j = 0; j < count; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (rtWrapper._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers: boolean = true): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n\r\n let types = new Array<number>();\r\n let samplingModes = new Array<number>();\r\n let useSRGBBuffers = new Array<boolean>();\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGLRenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n if (\r\n this.webGLVersion > 1 &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8)\r\n ) {\r\n depthTextureFormat = options.depthTextureFormat;\r\n }\r\n }\r\n const gl = this._gl;\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n const useStencilTexture =\r\n this.webGLVersion > 1 &&\r\n generateDepthTexture &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8);\r\n const depthStencilBuffer = this._setupFramebufferDepthAttachments(!useStencilTexture && generateStencilBuffer, !generateDepthTexture && generateDepthBuffer, width, height);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._depthStencilBuffer = depthStencilBuffer;\r\n rtWrapper._generateDepthBuffer = !generateDepthTexture && generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = !useStencilTexture && generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n let useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n useSRGBBuffer = useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU);\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n textures.push(texture);\r\n attachments.push(attachment);\r\n\r\n gl.activeTexture((<any>gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource);\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n const internalSizedFormat = this._getRGBABufferInternalSizedFormat(type, Constants.TEXTUREFORMAT_RGBA, useSRGBBuffer);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalSizedFormat, width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);\r\n\r\n gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension) {\r\n // Depth texture\r\n const depthTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n\r\n let depthTextureType = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n let glDepthTextureInternalFormat = gl.DEPTH_COMPONENT16;\r\n let glDepthTextureFormat = gl.DEPTH_COMPONENT;\r\n let glDepthTextureType = gl.UNSIGNED_SHORT;\r\n let glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n if (this.webGLVersion < 2) {\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT;\r\n } else {\r\n if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n depthTextureType = Constants.TEXTURETYPE_FLOAT;\r\n glDepthTextureType = gl.FLOAT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n glDepthTextureInternalFormat = gl.DEPTH32F_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.UNSIGNED_INT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT24;\r\n glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 || depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n glDepthTextureType = gl.UNSIGNED_INT_24_8;\r\n glDepthTextureInternalFormat = gl.DEPTH24_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n }\r\n }\r\n\r\n gl.activeTexture(gl.TEXTURE0);\r\n gl.bindTexture(gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource, 0);\r\n\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n depthTexture.format = depthTextureFormat;\r\n depthTexture.type = depthTextureType;\r\n\r\n textures.push(depthTexture);\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n rtWrapper.setTextures(textures);\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n this.resetTextureCache();\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (\r\n rtWrapper: Nullable<WebGLRenderTargetWrapper>,\r\n samples: number,\r\n initializeBuffers: boolean = true\r\n): 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 count = rtWrapper._attachments!.length;\r\n\r\n if (count === 0) {\r\n return 1;\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 for (let i = 0; i < count; i++) {\r\n const hardwareTexture = rtWrapper.textures![i]._hardwareTexture as Nullable<WebGLHardwareTexture>;\r\n if (hardwareTexture?._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);\r\n hardwareTexture._MSAARenderBuffer = null;\r\n }\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(framebuffer);\r\n\r\n const attachments = [];\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n texture.width,\r\n texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(texture.type),\r\n attachment\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 texture.samples = samples;\r\n\r\n attachments.push(attachment);\r\n }\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\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 type { IMultiRenderTargetOptions } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/features/webgl2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple 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 * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[]): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.restoreSingleAttachment = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.BACK]);\r\n};\r\n\r\nThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.COLOR_ATTACHMENT0]);\r\n};\r\n\r\nThinEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const gl = this._gl;\r\n\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push((<any>gl)[\"COLOR_ATTACHMENT\" + i]);\r\n } else {\r\n result.push(gl.NONE);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n const gl = this._gl;\r\n\r\n gl.drawBuffers(attachments);\r\n};\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: WebGLRenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n this._currentRenderTarget = null;\r\n\r\n // If MSAA, we need to bitblt back to main texture\r\n const gl = this._gl;\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, rtWrapper._framebuffer);\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n\r\n for (let j = 0; j < count; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (rtWrapper._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers: boolean = true): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n\r\n let types = new Array<number>();\r\n let samplingModes = new Array<number>();\r\n let useSRGBBuffers = new Array<boolean>();\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGLRenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n if (\r\n this.webGLVersion > 1 &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8)\r\n ) {\r\n depthTextureFormat = options.depthTextureFormat;\r\n }\r\n }\r\n const gl = this._gl;\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n const useStencilTexture =\r\n this.webGLVersion > 1 &&\r\n generateDepthTexture &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8);\r\n const depthStencilBuffer = this._setupFramebufferDepthAttachments(!useStencilTexture && generateStencilBuffer, !generateDepthTexture && generateDepthBuffer, width, height);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._depthStencilBuffer = depthStencilBuffer;\r\n rtWrapper._generateDepthBuffer = !generateDepthTexture && generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = !useStencilTexture && generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n let useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n useSRGBBuffer = useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU);\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n textures.push(texture);\r\n attachments.push(attachment);\r\n\r\n gl.activeTexture((<any>gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource);\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n const internalSizedFormat = this._getRGBABufferInternalSizedFormat(type, Constants.TEXTUREFORMAT_RGBA, useSRGBBuffer);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalSizedFormat, width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);\r\n\r\n gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension) {\r\n // Depth texture\r\n const depthTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n\r\n let depthTextureType = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n let glDepthTextureInternalFormat = gl.DEPTH_COMPONENT16;\r\n let glDepthTextureFormat = gl.DEPTH_COMPONENT;\r\n let glDepthTextureType = gl.UNSIGNED_SHORT;\r\n let glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n if (this.webGLVersion < 2) {\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT;\r\n } else {\r\n if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n depthTextureType = Constants.TEXTURETYPE_FLOAT;\r\n glDepthTextureType = gl.FLOAT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n glDepthTextureInternalFormat = gl.DEPTH32F_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.UNSIGNED_INT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT24;\r\n glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 || depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n glDepthTextureType = gl.UNSIGNED_INT_24_8;\r\n glDepthTextureInternalFormat = gl.DEPTH24_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n }\r\n }\r\n\r\n gl.activeTexture(gl.TEXTURE0);\r\n gl.bindTexture(gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource, 0);\r\n\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n depthTexture.format = depthTextureFormat;\r\n depthTexture.type = depthTextureType;\r\n\r\n textures.push(depthTexture);\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n rtWrapper.setTextures(textures);\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n this.resetTextureCache();\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (\r\n rtWrapper: Nullable<WebGLRenderTargetWrapper>,\r\n samples: number,\r\n initializeBuffers: boolean = true\r\n): 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 count = rtWrapper._attachments!.length;\r\n\r\n if (count === 0) {\r\n return 1;\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 const useDepthStencil = !!rtWrapper._depthStencilBuffer;\r\n if (useDepthStencil) {\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 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(framebuffer);\r\n\r\n const attachments = [];\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n const colorRenderbuffer = hardwareTexture._MSAARenderBuffer\r\n ? this._updateRenderBuffer(\r\n hardwareTexture._MSAARenderBuffer,\r\n texture.width,\r\n texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(texture.type),\r\n attachment\r\n )\r\n : this._createRenderBuffer(texture.width, texture.height, samples, -1 /* not used */, this._getRGBAMultiSampleBufferFormat(texture.type), attachment);\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 texture.samples = samples;\r\n\r\n attachments.push(attachment);\r\n }\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n if (useDepthStencil) {\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\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
@@ -23,22 +23,22 @@ declare module "../../Engines/engine" {
23
23
  declare module "../../Cameras/camera" {
24
24
  interface Camera {
25
25
  /**
26
- * @hidden
26
+ * @internal
27
27
  * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
28
28
  */
29
29
  _useMultiviewToSingleView: boolean;
30
30
  /**
31
- * @hidden
31
+ * @internal
32
32
  * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
33
33
  */
34
34
  _multiviewTexture: Nullable<RenderTargetTexture>;
35
35
  /**
36
- * @hidden
36
+ * @internal
37
37
  * For WebXR cameras that are rendering to multiview texture arrays.
38
38
  */
39
39
  _renderingMultiview: boolean;
40
40
  /**
41
- * @hidden
41
+ * @internal
42
42
  * ensures the multiview texture of the camera exists and has the specified width/height
43
43
  * @param width height to set on the multiview texture
44
44
  * @param height width to set on the multiview texture
@@ -48,15 +48,15 @@ declare module "../../Cameras/camera" {
48
48
  }
49
49
  declare module "../../scene" {
50
50
  interface Scene {
51
- /** @hidden */
51
+ /** @internal */
52
52
  _transformMatrixR: Matrix;
53
- /** @hidden */
53
+ /** @internal */
54
54
  _multiviewSceneUbo: Nullable<UniformBuffer>;
55
- /** @hidden */
55
+ /** @internal */
56
56
  _createMultiviewUbo(): void;
57
- /** @hidden */
57
+ /** @internal */
58
58
  _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
59
- /** @hidden */
59
+ /** @internal */
60
60
  _renderMultiviewToSingleView(camera: Camera): void;
61
61
  }
62
62
  }
@@ -1 +1 @@
1
- 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{ Camera } from \"../../Cameras/camera\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { Scene } from \"../../scene\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { MultiviewRenderTarget } from \"../../Materials/Textures/MultiviewRenderTarget\";\r\nimport { Frustum } from \"../../Maths/math.frustum\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /**\r\n * Creates a new multiview render target\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @returns the created multiview render target wrapper\r\n */\r\n createMultiviewRenderTargetTexture(width: number, height: number): RenderTargetWrapper;\r\n\r\n /**\r\n * Binds a multiview render target wrapper to be drawn to\r\n * @param multiviewTexture render target wrapper to bind\r\n */\r\n bindMultiviewFramebuffer(multiviewTexture: RenderTargetWrapper): void;\r\n }\r\n}\r\n\r\nEngine.prototype.createMultiviewRenderTargetTexture = function (width: number, height: number) {\r\n const gl = this._gl;\r\n\r\n if (!this.getCaps().multiview) {\r\n throw \"Multiview is not supported\";\r\n }\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, { width, height }) as WebGLRenderTargetWrapper;\r\n\r\n rtWrapper._framebuffer = gl.createFramebuffer();\r\n\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.Unknown, true);\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.isMultiview = true;\r\n\r\n rtWrapper._colorTextureArray = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, rtWrapper._colorTextureArray);\r\n (gl as any).texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.RGBA8, width, height, 2);\r\n\r\n rtWrapper._depthStencilTextureArray = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, rtWrapper._depthStencilTextureArray);\r\n (gl as any).texStorage3D(gl.TEXTURE_2D_ARRAY, 1, (gl as any).DEPTH24_STENCIL8, width, height, 2);\r\n\r\n internalTexture.isReady = true;\r\n\r\n rtWrapper.setTextures(internalTexture);\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n\r\n return rtWrapper;\r\n};\r\n\r\nEngine.prototype.bindMultiviewFramebuffer = function (_multiviewTexture: RenderTargetWrapper) {\r\n const multiviewTexture = _multiviewTexture as WebGLRenderTargetWrapper;\r\n\r\n const gl: any = this._gl;\r\n const ext = this.getCaps().oculusMultiview || this.getCaps().multiview;\r\n\r\n this.bindFramebuffer(multiviewTexture, undefined, undefined, undefined, true);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, multiviewTexture._framebuffer);\r\n if (multiviewTexture._colorTextureArray && multiviewTexture._depthStencilTextureArray) {\r\n if (this.getCaps().oculusMultiview) {\r\n ext.framebufferTextureMultisampleMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, multiviewTexture._colorTextureArray, 0, multiviewTexture.samples, 0, 2);\r\n ext.framebufferTextureMultisampleMultiviewOVR(\r\n gl.DRAW_FRAMEBUFFER,\r\n gl.DEPTH_STENCIL_ATTACHMENT,\r\n multiviewTexture._depthStencilTextureArray,\r\n 0,\r\n multiviewTexture.samples,\r\n 0,\r\n 2\r\n );\r\n } else {\r\n ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, multiviewTexture._colorTextureArray, 0, 0, 2);\r\n ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, multiviewTexture._depthStencilTextureArray, 0, 0, 2);\r\n }\r\n } else {\r\n throw \"Invalid multiview frame buffer\";\r\n }\r\n};\r\n\r\ndeclare module \"../../Cameras/camera\" {\r\n export interface Camera {\r\n /**\r\n * @hidden\r\n * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)\r\n */\r\n _useMultiviewToSingleView: boolean;\r\n /**\r\n * @hidden\r\n * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)\r\n */\r\n _multiviewTexture: Nullable<RenderTargetTexture>;\r\n\r\n /**\r\n * @hidden\r\n * For WebXR cameras that are rendering to multiview texture arrays.\r\n */\r\n _renderingMultiview: boolean;\r\n\r\n /**\r\n * @hidden\r\n * ensures the multiview texture of the camera exists and has the specified width/height\r\n * @param width height to set on the multiview texture\r\n * @param height width to set on the multiview texture\r\n */\r\n _resizeOrCreateMultiviewTexture(width: number, height: number): void;\r\n }\r\n}\r\n\r\nCamera.prototype._useMultiviewToSingleView = false;\r\n\r\nCamera.prototype._multiviewTexture = null;\r\n\r\nCamera.prototype._resizeOrCreateMultiviewTexture = function (width: number, height: number) {\r\n if (!this._multiviewTexture) {\r\n this._multiviewTexture = new MultiviewRenderTarget(this.getScene(), { width: width, height: height });\r\n } else if (this._multiviewTexture.getRenderWidth() != width || this._multiviewTexture.getRenderHeight() != height) {\r\n this._multiviewTexture.dispose();\r\n this._multiviewTexture = new MultiviewRenderTarget(this.getScene(), { width: width, height: height });\r\n }\r\n};\r\n\r\ndeclare module \"../../scene\" {\r\n export interface Scene {\r\n /** @hidden */\r\n _transformMatrixR: Matrix;\r\n /** @hidden */\r\n _multiviewSceneUbo: Nullable<UniformBuffer>;\r\n /** @hidden */\r\n _createMultiviewUbo(): void;\r\n /** @hidden */\r\n _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;\r\n /** @hidden */\r\n _renderMultiviewToSingleView(camera: Camera): void;\r\n }\r\n}\r\n\r\nfunction createMultiviewUbo(engine: Engine, name?: string) {\r\n const ubo = new UniformBuffer(engine, undefined, true, name);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.addUniform(\"view\", 16);\r\n ubo.addUniform(\"projection\", 16);\r\n ubo.addUniform(\"vEyePosition\", 4);\r\n return ubo;\r\n}\r\n\r\nconst currentCreateSceneUniformBuffer = Scene.prototype.createSceneUniformBuffer;\r\n\r\nScene.prototype._transformMatrixR = Matrix.Zero();\r\nScene.prototype._multiviewSceneUbo = null;\r\nScene.prototype._createMultiviewUbo = function () {\r\n this._multiviewSceneUbo = createMultiviewUbo(this.getEngine(), \"scene_multiview\");\r\n};\r\nScene.prototype.createSceneUniformBuffer = function (name?: string): UniformBuffer {\r\n if (this._multiviewSceneUbo) {\r\n return createMultiviewUbo(this.getEngine(), name);\r\n }\r\n return currentCreateSceneUniformBuffer.bind(this)(name);\r\n};\r\nScene.prototype._updateMultiviewUbo = function (viewR?: Matrix, projectionR?: Matrix) {\r\n if (viewR && projectionR) {\r\n viewR.multiplyToRef(projectionR, this._transformMatrixR);\r\n }\r\n\r\n if (viewR && projectionR) {\r\n viewR.multiplyToRef(projectionR, TmpVectors.Matrix[0]);\r\n Frustum.GetRightPlaneToRef(TmpVectors.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane\r\n }\r\n\r\n if (this._multiviewSceneUbo) {\r\n this._multiviewSceneUbo.updateMatrix(\"viewProjection\", this.getTransformMatrix());\r\n this._multiviewSceneUbo.updateMatrix(\"viewProjectionR\", this._transformMatrixR);\r\n this._multiviewSceneUbo.updateMatrix(\"view\", this._viewMatrix);\r\n this._multiviewSceneUbo.updateMatrix(\"projection\", this._projectionMatrix);\r\n }\r\n};\r\nScene.prototype._renderMultiviewToSingleView = function (camera: Camera) {\r\n // Multiview is only able to be displayed directly for API's such as webXR\r\n // This displays a multiview image by rendering to the multiview image and then\r\n // copying the result into the sub cameras instead of rendering them and proceeding as normal from there\r\n\r\n // Render to a multiview texture\r\n camera._resizeOrCreateMultiviewTexture(\r\n camera._rigPostProcess && camera._rigPostProcess && camera._rigPostProcess.width > 0 ? camera._rigPostProcess.width : this.getEngine().getRenderWidth(true),\r\n camera._rigPostProcess && camera._rigPostProcess && camera._rigPostProcess.height > 0 ? camera._rigPostProcess.height : this.getEngine().getRenderHeight(true)\r\n );\r\n if (!this._multiviewSceneUbo) {\r\n this._createMultiviewUbo();\r\n }\r\n camera.outputRenderTarget = camera._multiviewTexture;\r\n this._renderForCamera(camera);\r\n camera.outputRenderTarget = null;\r\n\r\n // Consume the multiview texture through a shader for each eye\r\n for (let index = 0; index < camera._rigCameras.length; index++) {\r\n const engine = this.getEngine();\r\n this._activeCamera = camera._rigCameras[index];\r\n engine.setViewport(this._activeCamera.viewport);\r\n if (this.postProcessManager) {\r\n this.postProcessManager._prepareFrame();\r\n this.postProcessManager._finalizeFrame(this._activeCamera.isIntermediate);\r\n }\r\n }\r\n};\r\n"]}
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{ Camera } from \"../../Cameras/camera\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { Scene } from \"../../scene\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { MultiviewRenderTarget } from \"../../Materials/Textures/MultiviewRenderTarget\";\r\nimport { Frustum } from \"../../Maths/math.frustum\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /**\r\n * Creates a new multiview render target\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @returns the created multiview render target wrapper\r\n */\r\n createMultiviewRenderTargetTexture(width: number, height: number): RenderTargetWrapper;\r\n\r\n /**\r\n * Binds a multiview render target wrapper to be drawn to\r\n * @param multiviewTexture render target wrapper to bind\r\n */\r\n bindMultiviewFramebuffer(multiviewTexture: RenderTargetWrapper): void;\r\n }\r\n}\r\n\r\nEngine.prototype.createMultiviewRenderTargetTexture = function (width: number, height: number) {\r\n const gl = this._gl;\r\n\r\n if (!this.getCaps().multiview) {\r\n throw \"Multiview is not supported\";\r\n }\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, { width, height }) as WebGLRenderTargetWrapper;\r\n\r\n rtWrapper._framebuffer = gl.createFramebuffer();\r\n\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.Unknown, true);\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.isMultiview = true;\r\n\r\n rtWrapper._colorTextureArray = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, rtWrapper._colorTextureArray);\r\n (gl as any).texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.RGBA8, width, height, 2);\r\n\r\n rtWrapper._depthStencilTextureArray = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, rtWrapper._depthStencilTextureArray);\r\n (gl as any).texStorage3D(gl.TEXTURE_2D_ARRAY, 1, (gl as any).DEPTH24_STENCIL8, width, height, 2);\r\n\r\n internalTexture.isReady = true;\r\n\r\n rtWrapper.setTextures(internalTexture);\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n\r\n return rtWrapper;\r\n};\r\n\r\nEngine.prototype.bindMultiviewFramebuffer = function (_multiviewTexture: RenderTargetWrapper) {\r\n const multiviewTexture = _multiviewTexture as WebGLRenderTargetWrapper;\r\n\r\n const gl: any = this._gl;\r\n const ext = this.getCaps().oculusMultiview || this.getCaps().multiview;\r\n\r\n this.bindFramebuffer(multiviewTexture, undefined, undefined, undefined, true);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, multiviewTexture._framebuffer);\r\n if (multiviewTexture._colorTextureArray && multiviewTexture._depthStencilTextureArray) {\r\n if (this.getCaps().oculusMultiview) {\r\n ext.framebufferTextureMultisampleMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, multiviewTexture._colorTextureArray, 0, multiviewTexture.samples, 0, 2);\r\n ext.framebufferTextureMultisampleMultiviewOVR(\r\n gl.DRAW_FRAMEBUFFER,\r\n gl.DEPTH_STENCIL_ATTACHMENT,\r\n multiviewTexture._depthStencilTextureArray,\r\n 0,\r\n multiviewTexture.samples,\r\n 0,\r\n 2\r\n );\r\n } else {\r\n ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, multiviewTexture._colorTextureArray, 0, 0, 2);\r\n ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, multiviewTexture._depthStencilTextureArray, 0, 0, 2);\r\n }\r\n } else {\r\n throw \"Invalid multiview frame buffer\";\r\n }\r\n};\r\n\r\ndeclare module \"../../Cameras/camera\" {\r\n export interface Camera {\r\n /**\r\n * @internal\r\n * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)\r\n */\r\n _useMultiviewToSingleView: boolean;\r\n /**\r\n * @internal\r\n * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)\r\n */\r\n _multiviewTexture: Nullable<RenderTargetTexture>;\r\n\r\n /**\r\n * @internal\r\n * For WebXR cameras that are rendering to multiview texture arrays.\r\n */\r\n _renderingMultiview: boolean;\r\n\r\n /**\r\n * @internal\r\n * ensures the multiview texture of the camera exists and has the specified width/height\r\n * @param width height to set on the multiview texture\r\n * @param height width to set on the multiview texture\r\n */\r\n _resizeOrCreateMultiviewTexture(width: number, height: number): void;\r\n }\r\n}\r\n\r\nCamera.prototype._useMultiviewToSingleView = false;\r\n\r\nCamera.prototype._multiviewTexture = null;\r\n\r\nCamera.prototype._resizeOrCreateMultiviewTexture = function (width: number, height: number) {\r\n if (!this._multiviewTexture) {\r\n this._multiviewTexture = new MultiviewRenderTarget(this.getScene(), { width: width, height: height });\r\n } else if (this._multiviewTexture.getRenderWidth() != width || this._multiviewTexture.getRenderHeight() != height) {\r\n this._multiviewTexture.dispose();\r\n this._multiviewTexture = new MultiviewRenderTarget(this.getScene(), { width: width, height: height });\r\n }\r\n};\r\n\r\ndeclare module \"../../scene\" {\r\n export interface Scene {\r\n /** @internal */\r\n _transformMatrixR: Matrix;\r\n /** @internal */\r\n _multiviewSceneUbo: Nullable<UniformBuffer>;\r\n /** @internal */\r\n _createMultiviewUbo(): void;\r\n /** @internal */\r\n _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;\r\n /** @internal */\r\n _renderMultiviewToSingleView(camera: Camera): void;\r\n }\r\n}\r\n\r\nfunction createMultiviewUbo(engine: Engine, name?: string) {\r\n const ubo = new UniformBuffer(engine, undefined, true, name);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.addUniform(\"view\", 16);\r\n ubo.addUniform(\"projection\", 16);\r\n ubo.addUniform(\"vEyePosition\", 4);\r\n return ubo;\r\n}\r\n\r\nconst currentCreateSceneUniformBuffer = Scene.prototype.createSceneUniformBuffer;\r\n\r\nScene.prototype._transformMatrixR = Matrix.Zero();\r\nScene.prototype._multiviewSceneUbo = null;\r\nScene.prototype._createMultiviewUbo = function () {\r\n this._multiviewSceneUbo = createMultiviewUbo(this.getEngine(), \"scene_multiview\");\r\n};\r\nScene.prototype.createSceneUniformBuffer = function (name?: string): UniformBuffer {\r\n if (this._multiviewSceneUbo) {\r\n return createMultiviewUbo(this.getEngine(), name);\r\n }\r\n return currentCreateSceneUniformBuffer.bind(this)(name);\r\n};\r\nScene.prototype._updateMultiviewUbo = function (viewR?: Matrix, projectionR?: Matrix) {\r\n if (viewR && projectionR) {\r\n viewR.multiplyToRef(projectionR, this._transformMatrixR);\r\n }\r\n\r\n if (viewR && projectionR) {\r\n viewR.multiplyToRef(projectionR, TmpVectors.Matrix[0]);\r\n Frustum.GetRightPlaneToRef(TmpVectors.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane\r\n }\r\n\r\n if (this._multiviewSceneUbo) {\r\n this._multiviewSceneUbo.updateMatrix(\"viewProjection\", this.getTransformMatrix());\r\n this._multiviewSceneUbo.updateMatrix(\"viewProjectionR\", this._transformMatrixR);\r\n this._multiviewSceneUbo.updateMatrix(\"view\", this._viewMatrix);\r\n this._multiviewSceneUbo.updateMatrix(\"projection\", this._projectionMatrix);\r\n }\r\n};\r\nScene.prototype._renderMultiviewToSingleView = function (camera: Camera) {\r\n // Multiview is only able to be displayed directly for API's such as webXR\r\n // This displays a multiview image by rendering to the multiview image and then\r\n // copying the result into the sub cameras instead of rendering them and proceeding as normal from there\r\n\r\n // Render to a multiview texture\r\n camera._resizeOrCreateMultiviewTexture(\r\n camera._rigPostProcess && camera._rigPostProcess && camera._rigPostProcess.width > 0 ? camera._rigPostProcess.width : this.getEngine().getRenderWidth(true),\r\n camera._rigPostProcess && camera._rigPostProcess && camera._rigPostProcess.height > 0 ? camera._rigPostProcess.height : this.getEngine().getRenderHeight(true)\r\n );\r\n if (!this._multiviewSceneUbo) {\r\n this._createMultiviewUbo();\r\n }\r\n camera.outputRenderTarget = camera._multiviewTexture;\r\n this._renderForCamera(camera);\r\n camera.outputRenderTarget = null;\r\n\r\n // Consume the multiview texture through a shader for each eye\r\n for (let index = 0; index < camera._rigCameras.length; index++) {\r\n const engine = this.getEngine();\r\n this._activeCamera = camera._rigCameras[index];\r\n engine.setViewport(this._activeCamera.viewport);\r\n if (this.postProcessManager) {\r\n this.postProcessManager._prepareFrame();\r\n this.postProcessManager._finalizeFrame(this._activeCamera.isIntermediate);\r\n }\r\n }\r\n};\r\n"]}
@@ -2,36 +2,36 @@ import type { Nullable, int } from "../../types";
2
2
  import { _TimeToken } from "../../Instrumentation/timeToken";
3
3
  import { PerfCounter } from "../../Misc/perfCounter";
4
4
  import type { Observer } from "../../Misc/observable";
5
- /** @hidden */
5
+ /** @internal */
6
6
  export declare type OcclusionQuery = WebGLQuery | number;
7
- /** @hidden */
7
+ /** @internal */
8
8
  export declare class _OcclusionDataStorage {
9
- /** @hidden */
9
+ /** @internal */
10
10
  occlusionInternalRetryCounter: number;
11
- /** @hidden */
11
+ /** @internal */
12
12
  isOcclusionQueryInProgress: boolean;
13
- /** @hidden */
13
+ /** @internal */
14
14
  isOccluded: boolean;
15
- /** @hidden */
15
+ /** @internal */
16
16
  occlusionRetryCount: number;
17
- /** @hidden */
17
+ /** @internal */
18
18
  occlusionType: number;
19
- /** @hidden */
19
+ /** @internal */
20
20
  occlusionQueryAlgorithmType: number;
21
- /** @hidden */
21
+ /** @internal */
22
22
  forceRenderingWhenOccluded: boolean;
23
23
  }
24
24
  declare module "../../Engines/engine" {
25
25
  interface Engine {
26
26
  /**
27
27
  * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
28
- * @return the new query
28
+ * @returns the new query
29
29
  */
30
30
  createQuery(): OcclusionQuery;
31
31
  /**
32
32
  * Delete and release a webGL query
33
33
  * @param query defines the query to delete
34
- * @return the current engine
34
+ * @returns the current engine
35
35
  */
36
36
  deleteQuery(query: OcclusionQuery): Engine;
37
37
  /**
@@ -83,27 +83,27 @@ declare module "../../Engines/engine" {
83
83
  * @param value True to enable, false to disable
84
84
  */
85
85
  captureGPUFrameTime(value: boolean): void;
86
- /** @hidden */
86
+ /** @internal */
87
87
  _currentNonTimestampToken: Nullable<_TimeToken>;
88
- /** @hidden */
88
+ /** @internal */
89
89
  _captureGPUFrameTime: boolean;
90
- /** @hidden */
90
+ /** @internal */
91
91
  _gpuFrameTimeToken: Nullable<_TimeToken>;
92
- /** @hidden */
92
+ /** @internal */
93
93
  _gpuFrameTime: PerfCounter;
94
- /** @hidden */
94
+ /** @internal */
95
95
  _onBeginFrameObserver: Nullable<Observer<Engine>>;
96
- /** @hidden */
96
+ /** @internal */
97
97
  _onEndFrameObserver: Nullable<Observer<Engine>>;
98
- /** @hidden */
98
+ /** @internal */
99
99
  _createTimeQuery(): WebGLQuery;
100
- /** @hidden */
100
+ /** @internal */
101
101
  _deleteTimeQuery(query: WebGLQuery): void;
102
- /** @hidden */
102
+ /** @internal */
103
103
  _getGlAlgorithmType(algorithmType: number): number;
104
- /** @hidden */
104
+ /** @internal */
105
105
  _getTimeQueryResult(query: WebGLQuery): any;
106
- /** @hidden */
106
+ /** @internal */
107
107
  _getTimeQueryAvailability(query: WebGLQuery): any;
108
108
  }
109
109
  }
@@ -111,12 +111,12 @@ declare module "../../Meshes/abstractMesh" {
111
111
  interface AbstractMesh {
112
112
  /**
113
113
  * Backing filed
114
- * @hidden
114
+ * @internal
115
115
  */
116
116
  __occlusionDataStorage: _OcclusionDataStorage;
117
117
  /**
118
118
  * Access property
119
- * @hidden
119
+ * @internal
120
120
  */
121
121
  _occlusionDataStorage: _OcclusionDataStorage;
122
122
  /**
@@ -2,23 +2,23 @@ import { Engine } from "../../Engines/engine.js";
2
2
  import { AbstractMesh } from "../../Meshes/abstractMesh.js";
3
3
  import { _TimeToken } from "../../Instrumentation/timeToken.js";
4
4
  import { PerfCounter } from "../../Misc/perfCounter.js";
5
- /** @hidden */
5
+ /** @internal */
6
6
  // eslint-disable-next-line @typescript-eslint/naming-convention
7
7
  export class _OcclusionDataStorage {
8
8
  constructor() {
9
- /** @hidden */
9
+ /** @internal */
10
10
  this.occlusionInternalRetryCounter = 0;
11
- /** @hidden */
11
+ /** @internal */
12
12
  this.isOcclusionQueryInProgress = false;
13
- /** @hidden */
13
+ /** @internal */
14
14
  this.isOccluded = false;
15
- /** @hidden */
15
+ /** @internal */
16
16
  this.occlusionRetryCount = -1;
17
- /** @hidden */
17
+ /** @internal */
18
18
  this.occlusionType = AbstractMesh.OCCLUSION_TYPE_NONE;
19
- /** @hidden */
19
+ /** @internal */
20
20
  this.occlusionQueryAlgorithmType = AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
21
- /** @hidden */
21
+ /** @internal */
22
22
  this.forceRenderingWhenOccluded = false;
23
23
  }
24
24
  }