@babylonjs/core 5.26.1 → 5.27.1

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 (433) hide show
  1. package/Animations/animatable.js +2 -1
  2. package/Animations/animatable.js.map +1 -1
  3. package/Animations/runtimeAnimation.js +1 -1
  4. package/Animations/runtimeAnimation.js.map +1 -1
  5. package/Audio/audioSceneComponent.js +2 -1
  6. package/Audio/audioSceneComponent.js.map +1 -1
  7. package/Audio/sound.js +70 -45
  8. package/Audio/sound.js.map +1 -1
  9. package/Audio/soundTrack.js +12 -6
  10. package/Audio/soundTrack.js.map +1 -1
  11. package/BakedVertexAnimation/bakedVertexAnimationManager.js +2 -1
  12. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  13. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  14. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  15. package/Behaviors/Meshes/followBehavior.js +2 -1
  16. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  17. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  18. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  19. package/Bones/bone.js +2 -1
  20. package/Bones/bone.js.map +1 -1
  21. package/Bones/skeleton.js +3 -2
  22. package/Bones/skeleton.js.map +1 -1
  23. package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
  24. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  25. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +5 -3
  26. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  27. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  28. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  29. package/Cameras/Inputs/freeCameraMouseInput.js +2 -2
  30. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  31. package/Cameras/arcRotateCamera.js +2 -1
  32. package/Cameras/arcRotateCamera.js.map +1 -1
  33. package/Cameras/camera.js +6 -4
  34. package/Cameras/camera.js.map +1 -1
  35. package/Compute/computeEffect.js +8 -5
  36. package/Compute/computeEffect.js.map +1 -1
  37. package/Compute/computeShader.js +12 -11
  38. package/Compute/computeShader.js.map +1 -1
  39. package/Culling/Octrees/octreeSceneComponent.js +2 -1
  40. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  41. package/Culling/boundingBox.js +3 -2
  42. package/Culling/boundingBox.js.map +1 -1
  43. package/Culling/ray.js +2 -1
  44. package/Culling/ray.js.map +1 -1
  45. package/Debug/debugLayer.d.ts +3 -3
  46. package/Debug/debugLayer.js +2 -2
  47. package/Debug/debugLayer.js.map +1 -1
  48. package/Debug/directionalLightFrustumViewer.js +9 -7
  49. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  50. package/Debug/rayHelper.js +2 -1
  51. package/Debug/rayHelper.js.map +1 -1
  52. package/Debug/skeletonViewer.js +29 -24
  53. package/Debug/skeletonViewer.js.map +1 -1
  54. package/DeviceInput/InputDevices/deviceSourceManager.js +5 -3
  55. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  56. package/DeviceInput/internalDeviceSourceManager.js +2 -1
  57. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  58. package/DeviceInput/webDeviceInputSystem.js +12 -9
  59. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  60. package/Engines/Extensions/engine.rawTexture.js +4 -4
  61. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  62. package/Engines/Extensions/engine.readTexture.js +3 -2
  63. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  64. package/Engines/Extensions/engine.views.js +2 -1
  65. package/Engines/Extensions/engine.views.js.map +1 -1
  66. package/Engines/Processors/shaderProcessor.js +11 -6
  67. package/Engines/Processors/shaderProcessor.js.map +1 -1
  68. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
  69. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  70. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +2 -1
  71. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  72. package/Engines/WebGPU/Extensions/engine.multiRender.js +2 -1
  73. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  74. package/Engines/WebGPU/Extensions/engine.query.js +4 -2
  75. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  76. package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
  77. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  78. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -1
  79. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  80. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -2
  81. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  82. package/Engines/WebGPU/Extensions/engine.textureSampler.js +2 -1
  83. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  84. package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -1
  85. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  86. package/Engines/WebGPU/webgpuCacheBindGroups.js +7 -6
  87. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  88. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +18 -14
  89. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  90. package/Engines/WebGPU/webgpuCacheSampler.js +4 -3
  91. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  92. package/Engines/WebGPU/webgpuClearQuad.js +3 -2
  93. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  94. package/Engines/WebGPU/webgpuComputePipelineContext.js +2 -1
  95. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  96. package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
  97. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  98. package/Engines/WebGPU/webgpuDrawContext.js +2 -1
  99. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  100. package/Engines/WebGPU/webgpuHardwareTexture.js +4 -3
  101. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  102. package/Engines/WebGPU/webgpuMaterialContext.js +5 -4
  103. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  104. package/Engines/WebGPU/webgpuOcclusionQuery.js +5 -3
  105. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  106. package/Engines/WebGPU/webgpuPipelineContext.js +4 -2
  107. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  108. package/Engines/WebGPU/webgpuShaderProcessingContext.js +4 -2
  109. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  110. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -1
  111. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  112. package/Engines/WebGPU/webgpuSnapshotRendering.js +3 -2
  113. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  114. package/Engines/WebGPU/webgpuStencilStateComposer.js +2 -1
  115. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  116. package/Engines/WebGPU/webgpuTextureHelper.js +40 -38
  117. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  118. package/Engines/engine.js +5 -3
  119. package/Engines/engine.js.map +1 -1
  120. package/Engines/nativeEngine.js +7 -5
  121. package/Engines/nativeEngine.js.map +1 -1
  122. package/Engines/renderTargetWrapper.js +14 -9
  123. package/Engines/renderTargetWrapper.js.map +1 -1
  124. package/Engines/thinEngine.js +29 -20
  125. package/Engines/thinEngine.js.map +1 -1
  126. package/Engines/webgpuEngine.js +87 -61
  127. package/Engines/webgpuEngine.js.map +1 -1
  128. package/Gamepads/gamepadManager.js +1 -1
  129. package/Gamepads/gamepadManager.js.map +1 -1
  130. package/Gizmos/axisDragGizmo.js +4 -2
  131. package/Gizmos/axisDragGizmo.js.map +1 -1
  132. package/Gizmos/axisScaleGizmo.js +6 -4
  133. package/Gizmos/axisScaleGizmo.js.map +1 -1
  134. package/Gizmos/gizmo.js +21 -6
  135. package/Gizmos/gizmo.js.map +1 -1
  136. package/Gizmos/gizmoManager.js +3 -2
  137. package/Gizmos/gizmoManager.js.map +1 -1
  138. package/Gizmos/planeDragGizmo.js +4 -2
  139. package/Gizmos/planeDragGizmo.js.map +1 -1
  140. package/Gizmos/planeRotationGizmo.js +4 -2
  141. package/Gizmos/planeRotationGizmo.js.map +1 -1
  142. package/Helpers/videoDome.js +2 -1
  143. package/Helpers/videoDome.js.map +1 -1
  144. package/Inputs/scene.inputManager.js +1 -1
  145. package/Inputs/scene.inputManager.js.map +1 -1
  146. package/Layers/effectLayer.js +5 -3
  147. package/Layers/effectLayer.js.map +1 -1
  148. package/Layers/glowLayer.d.ts +5 -0
  149. package/Layers/glowLayer.js +25 -11
  150. package/Layers/glowLayer.js.map +1 -1
  151. package/Layers/highlightLayer.js +2 -1
  152. package/Layers/highlightLayer.js.map +1 -1
  153. package/LensFlares/lensFlareSystem.js +2 -1
  154. package/LensFlares/lensFlareSystem.js.map +1 -1
  155. package/Lights/Shadows/cascadedShadowGenerator.js +25 -21
  156. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  157. package/Lights/Shadows/shadowGenerator.js +13 -8
  158. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  159. package/Loading/Plugins/babylonFileLoader.js +5 -4
  160. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  161. package/Loading/sceneLoader.js +1 -1
  162. package/Loading/sceneLoader.js.map +1 -1
  163. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +2 -1
  164. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  165. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +2 -1
  166. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/Dual/textureBlock.js +10 -6
  168. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -2
  170. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +2 -1
  172. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -1
  174. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/Input/inputBlock.js +2 -1
  176. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +26 -24
  178. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
  180. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  181. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +48 -44
  182. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  183. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
  184. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  185. package/Materials/Node/Blocks/PBR/refractionBlock.js +2 -1
  186. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
  188. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  189. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -26
  190. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
  192. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +6 -6
  194. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  195. package/Materials/Node/Blocks/cloudBlock.js +3 -2
  196. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  197. package/Materials/Node/Blocks/colorMergerBlock.js +5 -4
  198. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  199. package/Materials/Node/Blocks/customBlock.js +4 -3
  200. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  201. package/Materials/Node/Blocks/vectorMergerBlock.js +5 -4
  202. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  203. package/Materials/Node/nodeMaterial.js +7 -6
  204. package/Materials/Node/nodeMaterial.js.map +1 -1
  205. package/Materials/Node/nodeMaterialBlock.js +4 -3
  206. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  207. package/Materials/Node/nodeMaterialDecorator.js +1 -1
  208. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  209. package/Materials/PBR/pbrAnisotropicConfiguration.js +2 -0
  210. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  211. package/Materials/PBR/pbrBaseMaterial.js +25 -19
  212. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  213. package/Materials/PBR/pbrClearCoatConfiguration.js +16 -6
  214. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  215. package/Materials/PBR/pbrIridescenceConfiguration.js +9 -4
  216. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  217. package/Materials/PBR/pbrSheenConfiguration.js +10 -4
  218. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  219. package/Materials/PBR/pbrSubSurfaceConfiguration.js +22 -0
  220. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  221. package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
  222. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  223. package/Materials/Textures/Packer/packer.js +14 -13
  224. package/Materials/Textures/Packer/packer.js.map +1 -1
  225. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
  226. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  227. package/Materials/Textures/Procedurals/noiseProceduralTexture.js +2 -1
  228. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  229. package/Materials/Textures/Procedurals/proceduralTexture.js +7 -4
  230. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  231. package/Materials/Textures/cubeTexture.js +8 -4
  232. package/Materials/Textures/cubeTexture.js.map +1 -1
  233. package/Materials/Textures/hdrCubeTexture.js +4 -2
  234. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  235. package/Materials/Textures/internalTexture.js +4 -2
  236. package/Materials/Textures/internalTexture.js.map +1 -1
  237. package/Materials/Textures/mirrorTexture.js +6 -3
  238. package/Materials/Textures/mirrorTexture.js.map +1 -1
  239. package/Materials/Textures/multiRenderTarget.js +6 -4
  240. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  241. package/Materials/Textures/rawTexture.js +1 -1
  242. package/Materials/Textures/rawTexture.js.map +1 -1
  243. package/Materials/Textures/renderTargetTexture.js +26 -15
  244. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  245. package/Materials/Textures/texture.d.ts +7 -2
  246. package/Materials/Textures/texture.js +49 -41
  247. package/Materials/Textures/texture.js.map +1 -1
  248. package/Materials/Textures/thinRenderTargetTexture.js +4 -2
  249. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  250. package/Materials/Textures/videoTexture.js +3 -3
  251. package/Materials/Textures/videoTexture.js.map +1 -1
  252. package/Materials/drawWrapper.js +4 -2
  253. package/Materials/drawWrapper.js.map +1 -1
  254. package/Materials/effect.js +15 -10
  255. package/Materials/effect.js.map +1 -1
  256. package/Materials/material.d.ts +14 -0
  257. package/Materials/material.detailMapConfiguration.js +2 -1
  258. package/Materials/material.detailMapConfiguration.js.map +1 -1
  259. package/Materials/material.js +35 -3
  260. package/Materials/material.js.map +1 -1
  261. package/Materials/materialDefines.js +6 -5
  262. package/Materials/materialDefines.js.map +1 -1
  263. package/Materials/materialHelper.js +1 -1
  264. package/Materials/materialHelper.js.map +1 -1
  265. package/Materials/materialPluginManager.js +3 -2
  266. package/Materials/materialPluginManager.js.map +1 -1
  267. package/Materials/multiMaterial.js +2 -1
  268. package/Materials/multiMaterial.js.map +1 -1
  269. package/Materials/shaderMaterial.js +12 -9
  270. package/Materials/shaderMaterial.js.map +1 -1
  271. package/Materials/shadowDepthWrapper.js +13 -8
  272. package/Materials/shadowDepthWrapper.js.map +1 -1
  273. package/Materials/standardMaterial.js +12 -10
  274. package/Materials/standardMaterial.js.map +1 -1
  275. package/Materials/uniformBuffer.js +1 -1
  276. package/Materials/uniformBuffer.js.map +1 -1
  277. package/Maths/math.polar.d.ts +2 -2
  278. package/Maths/math.polar.js +4 -4
  279. package/Maths/math.polar.js.map +1 -1
  280. package/Maths/math.vector.d.ts +69 -7
  281. package/Maths/math.vector.js +72 -9
  282. package/Maths/math.vector.js.map +1 -1
  283. package/Meshes/Builders/groundBuilder.js +1 -1
  284. package/Meshes/Builders/groundBuilder.js.map +1 -1
  285. package/Meshes/abstractMesh.d.ts +8 -0
  286. package/Meshes/abstractMesh.js +20 -5
  287. package/Meshes/abstractMesh.js.map +1 -1
  288. package/Meshes/csg.js +2 -1
  289. package/Meshes/csg.js.map +1 -1
  290. package/Meshes/instancedMesh.js +2 -1
  291. package/Meshes/instancedMesh.js.map +1 -1
  292. package/Meshes/mesh.js +25 -13
  293. package/Meshes/mesh.js.map +1 -1
  294. package/Meshes/mesh.vertexData.js +4 -3
  295. package/Meshes/mesh.vertexData.js.map +1 -1
  296. package/Meshes/subMesh.js +14 -8
  297. package/Meshes/subMesh.js.map +1 -1
  298. package/Meshes/thinInstanceMesh.js +18 -12
  299. package/Meshes/thinInstanceMesh.js.map +1 -1
  300. package/Meshes/transformNode.js +4 -3
  301. package/Meshes/transformNode.js.map +1 -1
  302. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -1
  303. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  304. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +12 -8
  305. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  306. package/Misc/PerformanceViewer/performanceViewerCollector.js +3 -2
  307. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  308. package/Misc/arrayTools.js +1 -1
  309. package/Misc/arrayTools.js.map +1 -1
  310. package/Misc/computePressure.js +9 -6
  311. package/Misc/computePressure.js.map +1 -1
  312. package/Misc/dataStorage.js +1 -1
  313. package/Misc/dataStorage.js.map +1 -1
  314. package/Misc/environmentTextureTools.js +2 -1
  315. package/Misc/environmentTextureTools.js.map +1 -1
  316. package/Misc/fileTools.js +31 -8
  317. package/Misc/fileTools.js.map +1 -1
  318. package/Misc/logger.js +2 -1
  319. package/Misc/logger.js.map +1 -1
  320. package/Misc/minMaxReducer.js +3 -2
  321. package/Misc/minMaxReducer.js.map +1 -1
  322. package/Misc/sceneRecorder.js +1 -1
  323. package/Misc/sceneRecorder.js.map +1 -1
  324. package/Misc/screenshotTools.js +2 -12
  325. package/Misc/screenshotTools.js.map +1 -1
  326. package/Misc/textureTools.js +3 -3
  327. package/Misc/textureTools.js.map +1 -1
  328. package/Misc/timer.js +5 -3
  329. package/Misc/timer.js.map +1 -1
  330. package/Misc/tools.d.ts +2 -8
  331. package/Misc/tools.js +6 -6
  332. package/Misc/tools.js.map +1 -1
  333. package/Misc/trajectoryClassifier.js +3 -3
  334. package/Misc/trajectoryClassifier.js.map +1 -1
  335. package/Particles/EmitterTypes/meshParticleEmitter.js +2 -1
  336. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  337. package/Particles/computeShaderParticleSystem.js +6 -3
  338. package/Particles/computeShaderParticleSystem.js.map +1 -1
  339. package/Particles/gpuParticleSystem.js +13 -8
  340. package/Particles/gpuParticleSystem.js.map +1 -1
  341. package/Particles/particleSystem.js +22 -14
  342. package/Particles/particleSystem.js.map +1 -1
  343. package/Particles/particleSystemComponent.js +2 -1
  344. package/Particles/particleSystemComponent.js.map +1 -1
  345. package/Particles/pointsCloudSystem.js +7 -4
  346. package/Particles/pointsCloudSystem.js.map +1 -1
  347. package/Particles/solidParticleSystem.js +2 -2
  348. package/Particles/solidParticleSystem.js.map +1 -1
  349. package/Particles/webgl2ParticleSystem.js +2 -1
  350. package/Particles/webgl2ParticleSystem.js.map +1 -1
  351. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +5 -4
  352. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  353. package/PostProcesses/blackAndWhitePostProcess.d.ts +1 -1
  354. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  355. package/PostProcesses/colorCorrectionPostProcess.d.ts +1 -1
  356. package/PostProcesses/colorCorrectionPostProcess.js +2 -1
  357. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  358. package/PostProcesses/postProcess.js +8 -5
  359. package/PostProcesses/postProcess.js.map +1 -1
  360. package/PostProcesses/postProcessManager.js +6 -4
  361. package/PostProcesses/postProcessManager.js.map +1 -1
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current: number } } = {};\r\n // levels according to the (binary) numbering.\r\n private static _Levels = [\r\n {},\r\n { color: \"white\", logFunc: console.log, name: \"Log\" },\r\n { color: \"orange\", logFunc: console.warn, name: \"Warn\" },\r\n {},\r\n { color: \"red\", logFunc: console.error, name: \"Error\" },\r\n ];\r\n\r\n /**\r\n * Gets a value indicating the number of loading errors\r\n * @ignorenaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static errorsCount = 0;\r\n\r\n /**\r\n * Callback called when a new log is added\r\n */\r\n public static OnNewCacheEntry: (entry: string) => void;\r\n\r\n private static _CheckLimit(message: string, limit: number): boolean {\r\n let entry = Logger._LogLimitOutputs[message];\r\n if (!entry) {\r\n entry = { limit, current: 1 };\r\n Logger._LogLimitOutputs[message] = entry;\r\n } else {\r\n entry.current++;\r\n }\r\n return entry.current <= entry.limit;\r\n }\r\n\r\n private static _GenerateLimitMessage(message: string, level: number = 1): void {\r\n const entry = Logger._LogLimitOutputs[message];\r\n if (!entry || !Logger.MessageLimitReached) {\r\n return;\r\n }\r\n const type = this._Levels[level];\r\n if (entry.current === entry.limit) {\r\n Logger[type.name as \"Log\" | \"Warn\" | \"Error\"](Logger.MessageLimitReached.replace(/%LIMIT%/g, \"\" + entry.limit).replace(/%TYPE%/g, type.name ?? \"\"));\r\n }\r\n }\r\n\r\n private static _AddLogEntry(entry: string) {\r\n Logger._LogCache = entry + Logger._LogCache;\r\n\r\n if (Logger.OnNewCacheEntry) {\r\n Logger.OnNewCacheEntry(entry);\r\n }\r\n }\r\n\r\n private static _FormatMessage(message: string): string {\r\n const padStr = (i: number) => (i < 10 ? \"0\" + i : \"\" + i);\r\n\r\n const date = new Date();\r\n return \"[\" + padStr(date.getHours()) + \":\" + padStr(date.getMinutes()) + \":\" + padStr(date.getSeconds()) + \"]: \" + message;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private static _LogDisabled(message: string, limit?: number): void {\r\n // nothing to do\r\n }\r\n private static _LogEnabled(level: number = 1, message: string, limit?: number): void {\r\n if (limit !== undefined && !Logger._CheckLimit(message, limit)) {\r\n return;\r\n }\r\n\r\n const formattedMessage = Logger._FormatMessage(message);\r\n const type = this._Levels[level];\r\n type.logFunc && type.logFunc(\"BJS - \" + formattedMessage);\r\n\r\n const entry = `<div style='color:${type.color}'>${formattedMessage}</div><br>`;\r\n Logger._AddLogEntry(entry);\r\n Logger._GenerateLimitMessage(message, level);\r\n }\r\n\r\n /**\r\n * Log a message to the console\r\n */\r\n public static Log: (message: string, limit?: number) => void = Logger._LogEnabled.bind(Logger, Logger.MessageLogLevel);\r\n\r\n /**\r\n * Write a warning message to the console\r\n */\r\n public static Warn: (message: string, limit?: number) => void = Logger._LogEnabled.bind(Logger, Logger.WarningLogLevel);\r\n\r\n /**\r\n * Write an error message to the console\r\n */\r\n public static Error: (message: string, limit?: number) => void = Logger._LogEnabled.bind(Logger, Logger.ErrorLogLevel);\r\n\r\n /**\r\n * Gets current log cache (list of logs)\r\n */\r\n public static get LogCache(): string {\r\n return Logger._LogCache;\r\n }\r\n\r\n /**\r\n * Clears the log cache\r\n */\r\n public static ClearLogCache(): void {\r\n Logger._LogCache = \"\";\r\n Logger._LogLimitOutputs = {};\r\n Logger.errorsCount = 0;\r\n }\r\n\r\n /**\r\n * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)\r\n */\r\n public static set LogLevels(level: number) {\r\n Logger.Log = Logger._LogDisabled;\r\n Logger.Warn = Logger._LogDisabled;\r\n Logger.Error = Logger._LogDisabled;\r\n [Logger.MessageLogLevel, Logger.WarningLogLevel, Logger.ErrorLogLevel].forEach((l) => {\r\n if ((level & l) === l) {\r\n const type = this._Levels[l];\r\n Logger[type.name as \"Log\" | \"Warn\" | \"Error\"] = Logger._LogEnabled.bind(Logger, l);\r\n }\r\n });\r\n }\r\n}\r\n"]}
1
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current: number } } = {};\r\n // levels according to the (binary) numbering.\r\n private static _Levels = [\r\n {},\r\n { color: \"white\", logFunc: console.log, name: \"Log\" },\r\n { color: \"orange\", logFunc: console.warn, name: \"Warn\" },\r\n {},\r\n { color: \"red\", logFunc: console.error, name: \"Error\" },\r\n ];\r\n\r\n /**\r\n * Gets a value indicating the number of loading errors\r\n * @ignorenaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static errorsCount = 0;\r\n\r\n /**\r\n * Callback called when a new log is added\r\n */\r\n public static OnNewCacheEntry: (entry: string) => void;\r\n\r\n private static _CheckLimit(message: string, limit: number): boolean {\r\n let entry = Logger._LogLimitOutputs[message];\r\n if (!entry) {\r\n entry = { limit, current: 1 };\r\n Logger._LogLimitOutputs[message] = entry;\r\n } else {\r\n entry.current++;\r\n }\r\n return entry.current <= entry.limit;\r\n }\r\n\r\n private static _GenerateLimitMessage(message: string, level: number = 1): void {\r\n const entry = Logger._LogLimitOutputs[message];\r\n if (!entry || !Logger.MessageLimitReached) {\r\n return;\r\n }\r\n const type = this._Levels[level];\r\n if (entry.current === entry.limit) {\r\n Logger[type.name as \"Log\" | \"Warn\" | \"Error\"](Logger.MessageLimitReached.replace(/%LIMIT%/g, \"\" + entry.limit).replace(/%TYPE%/g, type.name ?? \"\"));\r\n }\r\n }\r\n\r\n private static _AddLogEntry(entry: string) {\r\n Logger._LogCache = entry + Logger._LogCache;\r\n\r\n if (Logger.OnNewCacheEntry) {\r\n Logger.OnNewCacheEntry(entry);\r\n }\r\n }\r\n\r\n private static _FormatMessage(message: string): string {\r\n const padStr = (i: number) => (i < 10 ? \"0\" + i : \"\" + i);\r\n\r\n const date = new Date();\r\n return \"[\" + padStr(date.getHours()) + \":\" + padStr(date.getMinutes()) + \":\" + padStr(date.getSeconds()) + \"]: \" + message;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private static _LogDisabled(message: string, limit?: number): void {\r\n // nothing to do\r\n }\r\n private static _LogEnabled(level: number = 1, message: string, limit?: number): void {\r\n if (limit !== undefined && !Logger._CheckLimit(message, limit)) {\r\n return;\r\n }\r\n\r\n const formattedMessage = Logger._FormatMessage(message);\r\n const type = this._Levels[level];\r\n type.logFunc && type.logFunc(\"BJS - \" + formattedMessage);\r\n\r\n const entry = `<div style='color:${type.color}'>${formattedMessage}</div><br>`;\r\n Logger._AddLogEntry(entry);\r\n Logger._GenerateLimitMessage(message, level);\r\n }\r\n\r\n /**\r\n * Log a message to the console\r\n */\r\n public static Log: (message: string, limit?: number) => void = Logger._LogEnabled.bind(Logger, Logger.MessageLogLevel);\r\n\r\n /**\r\n * Write a warning message to the console\r\n */\r\n public static Warn: (message: string, limit?: number) => void = Logger._LogEnabled.bind(Logger, Logger.WarningLogLevel);\r\n\r\n /**\r\n * Write an error message to the console\r\n */\r\n public static Error: (message: string, limit?: number) => void = Logger._LogEnabled.bind(Logger, Logger.ErrorLogLevel);\r\n\r\n /**\r\n * Gets current log cache (list of logs)\r\n */\r\n public static get LogCache(): string {\r\n return Logger._LogCache;\r\n }\r\n\r\n /**\r\n * Clears the log cache\r\n */\r\n public static ClearLogCache(): void {\r\n Logger._LogCache = \"\";\r\n Logger._LogLimitOutputs = {};\r\n Logger.errorsCount = 0;\r\n }\r\n\r\n /**\r\n * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)\r\n */\r\n public static set LogLevels(level: number) {\r\n Logger.Log = Logger._LogDisabled;\r\n Logger.Warn = Logger._LogDisabled;\r\n Logger.Error = Logger._LogDisabled;\r\n [Logger.MessageLogLevel, Logger.WarningLogLevel, Logger.ErrorLogLevel].forEach((l) => {\r\n if ((level & l) === l) {\r\n const type = this._Levels[l];\r\n Logger[type.name as \"Log\" | \"Warn\" | \"Error\"] = Logger._LogEnabled.bind(Logger, l);\r\n }\r\n });\r\n }\r\n}\r\n"]}
@@ -142,12 +142,13 @@ export class MinMaxReducer {
142
142
  return;
143
143
  }
144
144
  this._onAfterUnbindObserver = this._sourceTexture.onAfterUnbindObservable.add(() => {
145
+ var _a, _b;
145
146
  const engine = this._camera.getScene().getEngine();
146
- engine._debugPushGroup?.(`min max reduction`, 1);
147
+ (_a = engine._debugPushGroup) === null || _a === void 0 ? void 0 : _a.call(engine, `min max reduction`, 1);
147
148
  this._reductionSteps[0].activate(this._camera);
148
149
  this._postProcessManager.directRender(this._reductionSteps, this._reductionSteps[0].inputTexture, this._forceFullscreenViewport);
149
150
  engine.unBindFramebuffer(this._reductionSteps[0].inputTexture, false);
150
- engine._debugPopGroup?.(1);
151
+ (_b = engine._debugPopGroup) === null || _b === void 0 ? void 0 : _b.call(engine, 1);
151
152
  });
152
153
  this._activated = true;
153
154
  }
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Observer } from \"./observable\";\r\nimport { Observable } from \"./observable\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PostProcessManager } from \"../PostProcesses/postProcessManager\";\r\n\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\n\r\nimport \"../Shaders/minmaxRedux.fragment\";\r\n\r\n/**\r\n * This class computes a min/max reduction from a texture: it means it computes the minimum\r\n * and maximum values from all values of the texture.\r\n * It is performed on the GPU for better performances, thanks to a succession of post processes.\r\n * The source values are read from the red channel of the texture.\r\n */\r\nexport class MinMaxReducer {\r\n /**\r\n * Observable triggered when the computation has been performed\r\n */\r\n public onAfterReductionPerformed = new Observable<{ min: number; max: number }>();\r\n\r\n protected _camera: Camera;\r\n protected _sourceTexture: Nullable<RenderTargetTexture>;\r\n protected _reductionSteps: Nullable<Array<PostProcess>>;\r\n protected _postProcessManager: PostProcessManager;\r\n protected _onAfterUnbindObserver: Nullable<Observer<RenderTargetTexture>>;\r\n protected _forceFullscreenViewport = true;\r\n protected _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * Creates a min/max reducer\r\n * @param camera The camera to use for the post processes\r\n */\r\n constructor(camera: Camera) {\r\n this._camera = camera;\r\n this._postProcessManager = new PostProcessManager(camera.getScene());\r\n\r\n this._onContextRestoredObserver = camera.getEngine().onContextRestoredObservable.add(() => {\r\n this._postProcessManager._rebuild();\r\n });\r\n }\r\n\r\n /**\r\n * Gets the texture used to read the values from.\r\n */\r\n public get sourceTexture(): Nullable<RenderTargetTexture> {\r\n return this._sourceTexture;\r\n }\r\n\r\n /**\r\n * Sets the source texture to read the values from.\r\n * One must indicate if the texture is a depth texture or not through the depthRedux parameter\r\n * because in such textures '1' value must not be taken into account to compute the maximum\r\n * as this value is used to clear the texture.\r\n * Note that the computation is not activated by calling this function, you must call activate() for that!\r\n * @param sourceTexture The texture to read the values from. The values should be in the red channel.\r\n * @param depthRedux Indicates if the texture is a depth texture or not\r\n * @param type The type of the textures created for the reduction (defaults to TEXTURETYPE_HALF_FLOAT)\r\n * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)\r\n */\r\n public setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type: number = Constants.TEXTURETYPE_HALF_FLOAT, forceFullscreenViewport = true): void {\r\n if (sourceTexture === this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this.dispose(false);\r\n\r\n this._sourceTexture = sourceTexture;\r\n this._reductionSteps = [];\r\n this._forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n const scene = this._camera.getScene();\r\n\r\n // create the first step\r\n const reductionInitial = new PostProcess(\r\n \"Initial reduction phase\",\r\n \"minmaxRedux\", // shader\r\n [\"texSize\"],\r\n [\"sourceTexture\"], // textures\r\n 1.0, // options\r\n null, // camera\r\n Constants.TEXTURE_NEAREST_NEAREST, // sampling\r\n scene.getEngine(), // engine\r\n false, // reusable\r\n \"#define INITIAL\" + (depthRedux ? \"\\n#define DEPTH_REDUX\" : \"\"), // defines\r\n type,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_RG\r\n );\r\n\r\n reductionInitial.autoClear = false;\r\n reductionInitial.forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n let w = this._sourceTexture.getRenderWidth(),\r\n h = this._sourceTexture.getRenderHeight();\r\n\r\n reductionInitial.onApply = ((w: number, h: number) => {\r\n return (effect: Effect) => {\r\n effect.setTexture(\"sourceTexture\", this._sourceTexture);\r\n effect.setFloat2(\"texSize\", w, h);\r\n };\r\n })(w, h);\r\n\r\n this._reductionSteps.push(reductionInitial);\r\n\r\n let index = 1;\r\n\r\n // create the additional steps\r\n while (w > 1 || h > 1) {\r\n w = Math.max(Math.round(w / 2), 1);\r\n h = Math.max(Math.round(h / 2), 1);\r\n\r\n const reduction = new PostProcess(\r\n \"Reduction phase \" + index,\r\n \"minmaxRedux\", // shader\r\n [\"texSize\"],\r\n null,\r\n { width: w, height: h }, // options\r\n null, // camera\r\n Constants.TEXTURE_NEAREST_NEAREST, // sampling\r\n scene.getEngine(), // engine\r\n false, // reusable\r\n \"#define \" + (w == 1 && h == 1 ? \"LAST\" : w == 1 || h == 1 ? \"ONEBEFORELAST\" : \"MAIN\"), // defines\r\n type,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_RG\r\n );\r\n\r\n reduction.autoClear = false;\r\n reduction.forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n reduction.onApply = ((w: number, h: number) => {\r\n return (effect: Effect) => {\r\n if (w == 1 || h == 1) {\r\n effect.setInt2(\"texSize\", w, h);\r\n } else {\r\n effect.setFloat2(\"texSize\", w, h);\r\n }\r\n };\r\n })(w, h);\r\n\r\n this._reductionSteps.push(reduction);\r\n\r\n index++;\r\n\r\n if (w == 1 && h == 1) {\r\n const func = (w: number, h: number, reduction: PostProcess) => {\r\n const buffer = new Float32Array(4 * w * h),\r\n minmax = { min: 0, max: 0 };\r\n return () => {\r\n scene.getEngine()._readTexturePixels(reduction.inputTexture.texture!, w, h, -1, 0, buffer, false);\r\n minmax.min = buffer[0];\r\n minmax.max = buffer[1];\r\n this.onAfterReductionPerformed.notifyObservers(minmax);\r\n };\r\n };\r\n reduction.onAfterRenderObservable.add(func(w, h, reduction));\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the computation.\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._sourceTexture ? this._sourceTexture.refreshRate : -1;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n if (this._sourceTexture) {\r\n this._sourceTexture.refreshRate = value;\r\n }\r\n }\r\n\r\n protected _activated = false;\r\n\r\n /**\r\n * Gets the activation status of the reducer\r\n */\r\n public get activated(): boolean {\r\n return this._activated;\r\n }\r\n\r\n /**\r\n * Activates the reduction computation.\r\n * When activated, the observers registered in onAfterReductionPerformed are\r\n * called after the computation is performed\r\n */\r\n public activate(): void {\r\n if (this._onAfterUnbindObserver || !this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this._onAfterUnbindObserver = this._sourceTexture.onAfterUnbindObservable.add(() => {\r\n const engine = this._camera.getScene().getEngine();\r\n engine._debugPushGroup?.(`min max reduction`, 1);\r\n this._reductionSteps![0].activate(this._camera);\r\n this._postProcessManager.directRender(this._reductionSteps!, this._reductionSteps![0].inputTexture, this._forceFullscreenViewport);\r\n engine.unBindFramebuffer(this._reductionSteps![0].inputTexture, false);\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n this._activated = true;\r\n }\r\n\r\n /**\r\n * Deactivates the reduction computation.\r\n */\r\n public deactivate(): void {\r\n if (!this._onAfterUnbindObserver || !this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this._sourceTexture.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);\r\n this._onAfterUnbindObserver = null;\r\n this._activated = false;\r\n }\r\n\r\n /**\r\n * Disposes the min/max reducer\r\n * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.\r\n */\r\n public dispose(disposeAll = true): void {\r\n if (disposeAll) {\r\n this.onAfterReductionPerformed.clear();\r\n\r\n if (this._onContextRestoredObserver) {\r\n this._camera.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n\r\n this.deactivate();\r\n\r\n if (this._reductionSteps) {\r\n for (let i = 0; i < this._reductionSteps.length; ++i) {\r\n this._reductionSteps[i].dispose();\r\n }\r\n this._reductionSteps = null;\r\n }\r\n\r\n if (this._postProcessManager && disposeAll) {\r\n this._postProcessManager.dispose();\r\n }\r\n\r\n this._sourceTexture = null;\r\n }\r\n}\r\n"]}
1
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type { Nullable } from \"../types\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Observer } from \"./observable\";\r\nimport { Observable } from \"./observable\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PostProcessManager } from \"../PostProcesses/postProcessManager\";\r\n\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\n\r\nimport \"../Shaders/minmaxRedux.fragment\";\r\n\r\n/**\r\n * This class computes a min/max reduction from a texture: it means it computes the minimum\r\n * and maximum values from all values of the texture.\r\n * It is performed on the GPU for better performances, thanks to a succession of post processes.\r\n * The source values are read from the red channel of the texture.\r\n */\r\nexport class MinMaxReducer {\r\n /**\r\n * Observable triggered when the computation has been performed\r\n */\r\n public onAfterReductionPerformed = new Observable<{ min: number; max: number }>();\r\n\r\n protected _camera: Camera;\r\n protected _sourceTexture: Nullable<RenderTargetTexture>;\r\n protected _reductionSteps: Nullable<Array<PostProcess>>;\r\n protected _postProcessManager: PostProcessManager;\r\n protected _onAfterUnbindObserver: Nullable<Observer<RenderTargetTexture>>;\r\n protected _forceFullscreenViewport = true;\r\n protected _onContextRestoredObserver: Nullable<Observer<ThinEngine>>;\r\n\r\n /**\r\n * Creates a min/max reducer\r\n * @param camera The camera to use for the post processes\r\n */\r\n constructor(camera: Camera) {\r\n this._camera = camera;\r\n this._postProcessManager = new PostProcessManager(camera.getScene());\r\n\r\n this._onContextRestoredObserver = camera.getEngine().onContextRestoredObservable.add(() => {\r\n this._postProcessManager._rebuild();\r\n });\r\n }\r\n\r\n /**\r\n * Gets the texture used to read the values from.\r\n */\r\n public get sourceTexture(): Nullable<RenderTargetTexture> {\r\n return this._sourceTexture;\r\n }\r\n\r\n /**\r\n * Sets the source texture to read the values from.\r\n * One must indicate if the texture is a depth texture or not through the depthRedux parameter\r\n * because in such textures '1' value must not be taken into account to compute the maximum\r\n * as this value is used to clear the texture.\r\n * Note that the computation is not activated by calling this function, you must call activate() for that!\r\n * @param sourceTexture The texture to read the values from. The values should be in the red channel.\r\n * @param depthRedux Indicates if the texture is a depth texture or not\r\n * @param type The type of the textures created for the reduction (defaults to TEXTURETYPE_HALF_FLOAT)\r\n * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)\r\n */\r\n public setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type: number = Constants.TEXTURETYPE_HALF_FLOAT, forceFullscreenViewport = true): void {\r\n if (sourceTexture === this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this.dispose(false);\r\n\r\n this._sourceTexture = sourceTexture;\r\n this._reductionSteps = [];\r\n this._forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n const scene = this._camera.getScene();\r\n\r\n // create the first step\r\n const reductionInitial = new PostProcess(\r\n \"Initial reduction phase\",\r\n \"minmaxRedux\", // shader\r\n [\"texSize\"],\r\n [\"sourceTexture\"], // textures\r\n 1.0, // options\r\n null, // camera\r\n Constants.TEXTURE_NEAREST_NEAREST, // sampling\r\n scene.getEngine(), // engine\r\n false, // reusable\r\n \"#define INITIAL\" + (depthRedux ? \"\\n#define DEPTH_REDUX\" : \"\"), // defines\r\n type,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_RG\r\n );\r\n\r\n reductionInitial.autoClear = false;\r\n reductionInitial.forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n let w = this._sourceTexture.getRenderWidth(),\r\n h = this._sourceTexture.getRenderHeight();\r\n\r\n reductionInitial.onApply = ((w: number, h: number) => {\r\n return (effect: Effect) => {\r\n effect.setTexture(\"sourceTexture\", this._sourceTexture);\r\n effect.setFloat2(\"texSize\", w, h);\r\n };\r\n })(w, h);\r\n\r\n this._reductionSteps.push(reductionInitial);\r\n\r\n let index = 1;\r\n\r\n // create the additional steps\r\n while (w > 1 || h > 1) {\r\n w = Math.max(Math.round(w / 2), 1);\r\n h = Math.max(Math.round(h / 2), 1);\r\n\r\n const reduction = new PostProcess(\r\n \"Reduction phase \" + index,\r\n \"minmaxRedux\", // shader\r\n [\"texSize\"],\r\n null,\r\n { width: w, height: h }, // options\r\n null, // camera\r\n Constants.TEXTURE_NEAREST_NEAREST, // sampling\r\n scene.getEngine(), // engine\r\n false, // reusable\r\n \"#define \" + (w == 1 && h == 1 ? \"LAST\" : w == 1 || h == 1 ? \"ONEBEFORELAST\" : \"MAIN\"), // defines\r\n type,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_RG\r\n );\r\n\r\n reduction.autoClear = false;\r\n reduction.forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n reduction.onApply = ((w: number, h: number) => {\r\n return (effect: Effect) => {\r\n if (w == 1 || h == 1) {\r\n effect.setInt2(\"texSize\", w, h);\r\n } else {\r\n effect.setFloat2(\"texSize\", w, h);\r\n }\r\n };\r\n })(w, h);\r\n\r\n this._reductionSteps.push(reduction);\r\n\r\n index++;\r\n\r\n if (w == 1 && h == 1) {\r\n const func = (w: number, h: number, reduction: PostProcess) => {\r\n const buffer = new Float32Array(4 * w * h),\r\n minmax = { min: 0, max: 0 };\r\n return () => {\r\n scene.getEngine()._readTexturePixels(reduction.inputTexture.texture!, w, h, -1, 0, buffer, false);\r\n minmax.min = buffer[0];\r\n minmax.max = buffer[1];\r\n this.onAfterReductionPerformed.notifyObservers(minmax);\r\n };\r\n };\r\n reduction.onAfterRenderObservable.add(func(w, h, reduction));\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the computation.\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._sourceTexture ? this._sourceTexture.refreshRate : -1;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n if (this._sourceTexture) {\r\n this._sourceTexture.refreshRate = value;\r\n }\r\n }\r\n\r\n protected _activated = false;\r\n\r\n /**\r\n * Gets the activation status of the reducer\r\n */\r\n public get activated(): boolean {\r\n return this._activated;\r\n }\r\n\r\n /**\r\n * Activates the reduction computation.\r\n * When activated, the observers registered in onAfterReductionPerformed are\r\n * called after the computation is performed\r\n */\r\n public activate(): void {\r\n if (this._onAfterUnbindObserver || !this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this._onAfterUnbindObserver = this._sourceTexture.onAfterUnbindObservable.add(() => {\r\n const engine = this._camera.getScene().getEngine();\r\n engine._debugPushGroup?.(`min max reduction`, 1);\r\n this._reductionSteps![0].activate(this._camera);\r\n this._postProcessManager.directRender(this._reductionSteps!, this._reductionSteps![0].inputTexture, this._forceFullscreenViewport);\r\n engine.unBindFramebuffer(this._reductionSteps![0].inputTexture, false);\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n this._activated = true;\r\n }\r\n\r\n /**\r\n * Deactivates the reduction computation.\r\n */\r\n public deactivate(): void {\r\n if (!this._onAfterUnbindObserver || !this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this._sourceTexture.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);\r\n this._onAfterUnbindObserver = null;\r\n this._activated = false;\r\n }\r\n\r\n /**\r\n * Disposes the min/max reducer\r\n * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.\r\n */\r\n public dispose(disposeAll = true): void {\r\n if (disposeAll) {\r\n this.onAfterReductionPerformed.clear();\r\n\r\n if (this._onContextRestoredObserver) {\r\n this._camera.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n\r\n this.deactivate();\r\n\r\n if (this._reductionSteps) {\r\n for (let i = 0; i < this._reductionSteps.length; ++i) {\r\n this._reductionSteps[i].dispose();\r\n }\r\n this._reductionSteps = null;\r\n }\r\n\r\n if (this._postProcessManager && disposeAll) {\r\n this._postProcessManager.dispose();\r\n }\r\n\r\n this._sourceTexture = null;\r\n }\r\n}\r\n"]}
@@ -264,7 +264,7 @@ export class SceneRecorder {
264
264
  }
265
265
  else if (source.__state && source.__state.deleteId !== undefined) {
266
266
  const target = finder(source.__state.deleteId);
267
- target?.dispose();
267
+ target === null || target === void 0 ? void 0 : target.dispose();
268
268
  }
269
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  else {
270
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  // New
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { SceneSerializer } from \"./sceneSerializer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Light } from \"../Lights/light\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { ParticleSystem } from \"../Particles/particleSystem\";\r\nimport { MorphTargetManager } from \"../Morph/morphTargetManager\";\r\nimport { ShadowGenerator } from \"../Lights/Shadows/shadowGenerator\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SerializationHelper } from \"./decorators\";\r\n\r\n/**\r\n * Class used to record delta files between 2 scene states\r\n */\r\nexport class SceneRecorder {\r\n private _trackedScene: Nullable<Scene> = null;\r\n private _savedJSON: any;\r\n\r\n /**\r\n * Track a given scene. This means the current scene state will be considered the original state\r\n * @param scene defines the scene to track\r\n */\r\n public track(scene: Scene) {\r\n this._trackedScene = scene;\r\n\r\n SerializationHelper.AllowLoadingUniqueId = true;\r\n this._savedJSON = SceneSerializer.Serialize(scene);\r\n SerializationHelper.AllowLoadingUniqueId = false;\r\n }\r\n\r\n /**\r\n * Get the delta between current state and original state\r\n * @returns a any containing the delta\r\n */\r\n public getDelta(): any {\r\n if (!this._trackedScene) {\r\n return null;\r\n }\r\n\r\n const currentForceSerializeBuffers = Texture.ForceSerializeBuffers;\r\n Texture.ForceSerializeBuffers = false;\r\n\r\n SerializationHelper.AllowLoadingUniqueId = true;\r\n const newJSON = SceneSerializer.Serialize(this._trackedScene);\r\n SerializationHelper.AllowLoadingUniqueId = false;\r\n const deltaJSON: any = {};\r\n\r\n for (const node in newJSON) {\r\n this._compareCollections(node, this._savedJSON[node], newJSON[node], deltaJSON);\r\n }\r\n\r\n Texture.ForceSerializeBuffers = currentForceSerializeBuffers;\r\n\r\n return deltaJSON;\r\n }\r\n\r\n private _compareArray(key: string, original: any[], current: any[], deltaJSON: any) {\r\n if (original.length === 0 && current.length === 0) {\r\n return true;\r\n }\r\n\r\n // Numbers?\r\n if ((original.length && !isNaN(original[0])) || (current.length && !isNaN(current[0]))) {\r\n if (original.length !== current.length) {\r\n return false;\r\n }\r\n\r\n if (original.length === 0) {\r\n return true;\r\n }\r\n for (let index = 0; index < original.length; index++) {\r\n if (original[index] !== current[index]) {\r\n deltaJSON[key] = current;\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n // let's use uniqueId to find similar objects\r\n const originalUniqueIds: number[] = [];\r\n for (let index = 0; index < original.length; index++) {\r\n const originalObject = original[index];\r\n const originalUniqueId = originalObject.uniqueId;\r\n\r\n originalUniqueIds.push(originalUniqueId);\r\n // Look for that object in current state\r\n const currentObjects = current.filter((c) => c.uniqueId === originalUniqueId);\r\n if (currentObjects.length) {\r\n // We have a candidate\r\n const currentObject = currentObjects[0];\r\n\r\n const newObject: any = {};\r\n if (!this._compareObjects(originalObject, currentObject, newObject)) {\r\n if (!deltaJSON[key]) {\r\n deltaJSON[key] = [];\r\n }\r\n newObject.__state = {\r\n id: currentObject.id || currentObject.name,\r\n };\r\n deltaJSON[key].push(newObject);\r\n }\r\n } else {\r\n // We need to delete\r\n const newObject: any = {\r\n __state: {\r\n deleteId: originalObject.id || originalObject.name,\r\n },\r\n };\r\n deltaJSON[key].push(newObject);\r\n }\r\n }\r\n\r\n // Checking for new objects\r\n for (let index = 0; index < current.length; index++) {\r\n const currentObject = current[index];\r\n const currentUniqueId = currentObject.uniqueId;\r\n\r\n // Object was added\r\n if (originalUniqueIds.indexOf(currentUniqueId) === -1) {\r\n if (!deltaJSON[key]) {\r\n deltaJSON[key] = [];\r\n }\r\n\r\n deltaJSON[key].push(currentObject);\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _compareObjects(originalObjet: any, currentObject: any, deltaJSON: any) {\r\n let aDifferenceWasFound = false;\r\n\r\n for (const prop in originalObjet) {\r\n if (!Object.prototype.hasOwnProperty.call(originalObjet, prop)) {\r\n continue;\r\n }\r\n const originalValue = originalObjet[prop];\r\n const currentValue = currentObject[prop];\r\n let diffFound = false;\r\n\r\n if (Array.isArray(originalValue)) {\r\n diffFound = JSON.stringify(originalValue) !== JSON.stringify(currentValue);\r\n } else if (!isNaN(originalValue) || Object.prototype.toString.call(originalValue) == \"[object String]\") {\r\n diffFound = originalValue !== currentValue;\r\n } else if (typeof originalValue === \"object\" && typeof currentValue === \"object\") {\r\n const newObject = {};\r\n if (!this._compareObjects(originalValue, currentValue, newObject)) {\r\n deltaJSON[prop] = newObject;\r\n aDifferenceWasFound = true;\r\n }\r\n }\r\n\r\n if (diffFound) {\r\n aDifferenceWasFound = true;\r\n deltaJSON[prop] = currentValue;\r\n }\r\n }\r\n\r\n return !aDifferenceWasFound;\r\n }\r\n\r\n private _compareCollections(key: string, original: any[], current: any[], deltaJSON: any) {\r\n // Same ?\r\n if (original === current) {\r\n return;\r\n }\r\n\r\n if (original && current) {\r\n // Array?\r\n if (Array.isArray(original) && Array.isArray(current)) {\r\n if (this._compareArray(key, original, current, deltaJSON)) {\r\n return;\r\n }\r\n } else if (typeof original === \"object\" && typeof current === \"object\") {\r\n // Object\r\n const newObject = {};\r\n if (!this._compareObjects(original, current, newObject)) {\r\n deltaJSON[key] = newObject;\r\n }\r\n return;\r\n }\r\n }\r\n }\r\n\r\n private static GetShadowGeneratorById(scene: Scene, id: string) {\r\n const generators = scene.lights.map((l) => l.getShadowGenerator());\r\n\r\n for (const generator of generators) {\r\n if (generator && generator.id === id) {\r\n return generator;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Apply a given delta to a given scene\r\n * @param deltaJSON defines the JSON containing the delta\r\n * @param scene defines the scene to apply the delta to\r\n */\r\n public static ApplyDelta(deltaJSON: any | string, scene: Scene) {\r\n if (typeof deltaJSON === \"string\") {\r\n deltaJSON = JSON.parse(deltaJSON);\r\n }\r\n\r\n // Scene\r\n const anyScene = scene as any;\r\n for (const prop in deltaJSON) {\r\n const source = deltaJSON[prop];\r\n const property = anyScene[prop];\r\n\r\n if (Array.isArray(property) || prop === \"shadowGenerators\") {\r\n // Restore array\r\n switch (prop) {\r\n case \"cameras\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getCameraById.bind(scene), (data) => Camera.Parse(data, scene));\r\n break;\r\n case \"lights\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getLightById.bind(scene), (data) => Light.Parse(data, scene));\r\n break;\r\n case \"shadowGenerators\":\r\n this._ApplyDeltaForEntity(\r\n source,\r\n scene,\r\n (id) => this.GetShadowGeneratorById(scene, id),\r\n (data) => ShadowGenerator.Parse(data, scene)\r\n );\r\n break;\r\n case \"meshes\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMeshById.bind(scene), (data) => Mesh.Parse(data, scene, \"\"));\r\n break;\r\n case \"skeletons\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getSkeletonById.bind(scene), (data) => Skeleton.Parse(data, scene));\r\n break;\r\n case \"materials\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMaterialById.bind(scene), (data) => Material.Parse(data, scene, \"\"));\r\n break;\r\n case \"multiMaterials\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMaterialById.bind(scene), (data) => MultiMaterial.Parse(data, scene, \"\"));\r\n break;\r\n case \"transformNodes\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getTransformNodeById.bind(scene), (data) => TransformNode.Parse(data, scene, \"\"));\r\n break;\r\n case \"particleSystems\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getParticleSystemById.bind(scene), (data) => ParticleSystem.Parse(data, scene, \"\"));\r\n break;\r\n case \"morphTargetManagers\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMorphTargetById.bind(scene), (data) => MorphTargetManager.Parse(data, scene));\r\n break;\r\n case \"postProcesses\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getPostProcessByName.bind(scene), (data) => PostProcess.Parse(data, scene, \"\"));\r\n break;\r\n }\r\n } else if (!isNaN(property)) {\r\n anyScene[prop] = source;\r\n } else if (property.fromArray) {\r\n property.fromArray(source);\r\n }\r\n }\r\n }\r\n\r\n private static _ApplyPropertiesToEntity(deltaJSON: any, entity: any) {\r\n for (const prop in deltaJSON) {\r\n const source = deltaJSON[prop];\r\n const property = entity[prop];\r\n\r\n if (property === undefined) {\r\n continue;\r\n }\r\n\r\n if (!isNaN(property) || Array.isArray(property)) {\r\n entity[prop] = source;\r\n } else if (property.fromArray) {\r\n property.fromArray(source);\r\n } else if (typeof property === \"object\" && property !== null) {\r\n this._ApplyPropertiesToEntity(source, property);\r\n }\r\n }\r\n }\r\n\r\n private static _ApplyDeltaForEntity(sources: any[], scene: Scene, finder: (id: string) => any, addNew: (data: any) => void) {\r\n for (const source of sources) {\r\n // Update\r\n if (source.__state && source.__state.id !== undefined) {\r\n const targetEntity = finder(source.__state.id);\r\n\r\n if (targetEntity) {\r\n this._ApplyPropertiesToEntity(source, targetEntity);\r\n }\r\n } else if (source.__state && source.__state.deleteId !== undefined) {\r\n const target = finder(source.__state.deleteId);\r\n target?.dispose();\r\n } else {\r\n // New\r\n addNew(source);\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { SceneSerializer } from \"./sceneSerializer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Light } from \"../Lights/light\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { ParticleSystem } from \"../Particles/particleSystem\";\r\nimport { MorphTargetManager } from \"../Morph/morphTargetManager\";\r\nimport { ShadowGenerator } from \"../Lights/Shadows/shadowGenerator\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SerializationHelper } from \"./decorators\";\r\n\r\n/**\r\n * Class used to record delta files between 2 scene states\r\n */\r\nexport class SceneRecorder {\r\n private _trackedScene: Nullable<Scene> = null;\r\n private _savedJSON: any;\r\n\r\n /**\r\n * Track a given scene. This means the current scene state will be considered the original state\r\n * @param scene defines the scene to track\r\n */\r\n public track(scene: Scene) {\r\n this._trackedScene = scene;\r\n\r\n SerializationHelper.AllowLoadingUniqueId = true;\r\n this._savedJSON = SceneSerializer.Serialize(scene);\r\n SerializationHelper.AllowLoadingUniqueId = false;\r\n }\r\n\r\n /**\r\n * Get the delta between current state and original state\r\n * @returns a any containing the delta\r\n */\r\n public getDelta(): any {\r\n if (!this._trackedScene) {\r\n return null;\r\n }\r\n\r\n const currentForceSerializeBuffers = Texture.ForceSerializeBuffers;\r\n Texture.ForceSerializeBuffers = false;\r\n\r\n SerializationHelper.AllowLoadingUniqueId = true;\r\n const newJSON = SceneSerializer.Serialize(this._trackedScene);\r\n SerializationHelper.AllowLoadingUniqueId = false;\r\n const deltaJSON: any = {};\r\n\r\n for (const node in newJSON) {\r\n this._compareCollections(node, this._savedJSON[node], newJSON[node], deltaJSON);\r\n }\r\n\r\n Texture.ForceSerializeBuffers = currentForceSerializeBuffers;\r\n\r\n return deltaJSON;\r\n }\r\n\r\n private _compareArray(key: string, original: any[], current: any[], deltaJSON: any) {\r\n if (original.length === 0 && current.length === 0) {\r\n return true;\r\n }\r\n\r\n // Numbers?\r\n if ((original.length && !isNaN(original[0])) || (current.length && !isNaN(current[0]))) {\r\n if (original.length !== current.length) {\r\n return false;\r\n }\r\n\r\n if (original.length === 0) {\r\n return true;\r\n }\r\n for (let index = 0; index < original.length; index++) {\r\n if (original[index] !== current[index]) {\r\n deltaJSON[key] = current;\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n // let's use uniqueId to find similar objects\r\n const originalUniqueIds: number[] = [];\r\n for (let index = 0; index < original.length; index++) {\r\n const originalObject = original[index];\r\n const originalUniqueId = originalObject.uniqueId;\r\n\r\n originalUniqueIds.push(originalUniqueId);\r\n // Look for that object in current state\r\n const currentObjects = current.filter((c) => c.uniqueId === originalUniqueId);\r\n if (currentObjects.length) {\r\n // We have a candidate\r\n const currentObject = currentObjects[0];\r\n\r\n const newObject: any = {};\r\n if (!this._compareObjects(originalObject, currentObject, newObject)) {\r\n if (!deltaJSON[key]) {\r\n deltaJSON[key] = [];\r\n }\r\n newObject.__state = {\r\n id: currentObject.id || currentObject.name,\r\n };\r\n deltaJSON[key].push(newObject);\r\n }\r\n } else {\r\n // We need to delete\r\n const newObject: any = {\r\n __state: {\r\n deleteId: originalObject.id || originalObject.name,\r\n },\r\n };\r\n deltaJSON[key].push(newObject);\r\n }\r\n }\r\n\r\n // Checking for new objects\r\n for (let index = 0; index < current.length; index++) {\r\n const currentObject = current[index];\r\n const currentUniqueId = currentObject.uniqueId;\r\n\r\n // Object was added\r\n if (originalUniqueIds.indexOf(currentUniqueId) === -1) {\r\n if (!deltaJSON[key]) {\r\n deltaJSON[key] = [];\r\n }\r\n\r\n deltaJSON[key].push(currentObject);\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _compareObjects(originalObjet: any, currentObject: any, deltaJSON: any) {\r\n let aDifferenceWasFound = false;\r\n\r\n for (const prop in originalObjet) {\r\n if (!Object.prototype.hasOwnProperty.call(originalObjet, prop)) {\r\n continue;\r\n }\r\n const originalValue = originalObjet[prop];\r\n const currentValue = currentObject[prop];\r\n let diffFound = false;\r\n\r\n if (Array.isArray(originalValue)) {\r\n diffFound = JSON.stringify(originalValue) !== JSON.stringify(currentValue);\r\n } else if (!isNaN(originalValue) || Object.prototype.toString.call(originalValue) == \"[object String]\") {\r\n diffFound = originalValue !== currentValue;\r\n } else if (typeof originalValue === \"object\" && typeof currentValue === \"object\") {\r\n const newObject = {};\r\n if (!this._compareObjects(originalValue, currentValue, newObject)) {\r\n deltaJSON[prop] = newObject;\r\n aDifferenceWasFound = true;\r\n }\r\n }\r\n\r\n if (diffFound) {\r\n aDifferenceWasFound = true;\r\n deltaJSON[prop] = currentValue;\r\n }\r\n }\r\n\r\n return !aDifferenceWasFound;\r\n }\r\n\r\n private _compareCollections(key: string, original: any[], current: any[], deltaJSON: any) {\r\n // Same ?\r\n if (original === current) {\r\n return;\r\n }\r\n\r\n if (original && current) {\r\n // Array?\r\n if (Array.isArray(original) && Array.isArray(current)) {\r\n if (this._compareArray(key, original, current, deltaJSON)) {\r\n return;\r\n }\r\n } else if (typeof original === \"object\" && typeof current === \"object\") {\r\n // Object\r\n const newObject = {};\r\n if (!this._compareObjects(original, current, newObject)) {\r\n deltaJSON[key] = newObject;\r\n }\r\n return;\r\n }\r\n }\r\n }\r\n\r\n private static GetShadowGeneratorById(scene: Scene, id: string) {\r\n const generators = scene.lights.map((l) => l.getShadowGenerator());\r\n\r\n for (const generator of generators) {\r\n if (generator && generator.id === id) {\r\n return generator;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Apply a given delta to a given scene\r\n * @param deltaJSON defines the JSON containing the delta\r\n * @param scene defines the scene to apply the delta to\r\n */\r\n public static ApplyDelta(deltaJSON: any | string, scene: Scene) {\r\n if (typeof deltaJSON === \"string\") {\r\n deltaJSON = JSON.parse(deltaJSON);\r\n }\r\n\r\n // Scene\r\n const anyScene = scene as any;\r\n for (const prop in deltaJSON) {\r\n const source = deltaJSON[prop];\r\n const property = anyScene[prop];\r\n\r\n if (Array.isArray(property) || prop === \"shadowGenerators\") {\r\n // Restore array\r\n switch (prop) {\r\n case \"cameras\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getCameraById.bind(scene), (data) => Camera.Parse(data, scene));\r\n break;\r\n case \"lights\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getLightById.bind(scene), (data) => Light.Parse(data, scene));\r\n break;\r\n case \"shadowGenerators\":\r\n this._ApplyDeltaForEntity(\r\n source,\r\n scene,\r\n (id) => this.GetShadowGeneratorById(scene, id),\r\n (data) => ShadowGenerator.Parse(data, scene)\r\n );\r\n break;\r\n case \"meshes\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMeshById.bind(scene), (data) => Mesh.Parse(data, scene, \"\"));\r\n break;\r\n case \"skeletons\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getSkeletonById.bind(scene), (data) => Skeleton.Parse(data, scene));\r\n break;\r\n case \"materials\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMaterialById.bind(scene), (data) => Material.Parse(data, scene, \"\"));\r\n break;\r\n case \"multiMaterials\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMaterialById.bind(scene), (data) => MultiMaterial.Parse(data, scene, \"\"));\r\n break;\r\n case \"transformNodes\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getTransformNodeById.bind(scene), (data) => TransformNode.Parse(data, scene, \"\"));\r\n break;\r\n case \"particleSystems\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getParticleSystemById.bind(scene), (data) => ParticleSystem.Parse(data, scene, \"\"));\r\n break;\r\n case \"morphTargetManagers\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getMorphTargetById.bind(scene), (data) => MorphTargetManager.Parse(data, scene));\r\n break;\r\n case \"postProcesses\":\r\n this._ApplyDeltaForEntity(source, scene, scene.getPostProcessByName.bind(scene), (data) => PostProcess.Parse(data, scene, \"\"));\r\n break;\r\n }\r\n } else if (!isNaN(property)) {\r\n anyScene[prop] = source;\r\n } else if (property.fromArray) {\r\n property.fromArray(source);\r\n }\r\n }\r\n }\r\n\r\n private static _ApplyPropertiesToEntity(deltaJSON: any, entity: any) {\r\n for (const prop in deltaJSON) {\r\n const source = deltaJSON[prop];\r\n const property = entity[prop];\r\n\r\n if (property === undefined) {\r\n continue;\r\n }\r\n\r\n if (!isNaN(property) || Array.isArray(property)) {\r\n entity[prop] = source;\r\n } else if (property.fromArray) {\r\n property.fromArray(source);\r\n } else if (typeof property === \"object\" && property !== null) {\r\n this._ApplyPropertiesToEntity(source, property);\r\n }\r\n }\r\n }\r\n\r\n private static _ApplyDeltaForEntity(sources: any[], scene: Scene, finder: (id: string) => any, addNew: (data: any) => void) {\r\n for (const source of sources) {\r\n // Update\r\n if (source.__state && source.__state.id !== undefined) {\r\n const targetEntity = finder(source.__state.id);\r\n\r\n if (targetEntity) {\r\n this._ApplyPropertiesToEntity(source, targetEntity);\r\n }\r\n } else if (source.__state && source.__state.deleteId !== undefined) {\r\n const target = finder(source.__state.deleteId);\r\n target?.dispose();\r\n } else {\r\n // New\r\n addNew(source);\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -152,19 +152,13 @@ export function CreateScreenshotUsingRenderTarget(engine, camera, size, successC
152
152
  const originalSize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };
153
153
  engine.setSize(width, height); // we need this call to trigger onResizeObservable with the screenshot width/height on all the subsystems that are observing this event and that needs to (re)create some resources with the right dimensions
154
154
  const scene = camera.getScene();
155
- let previousCamera = null;
156
- const previousCameras = scene.activeCameras;
157
- scene.activeCameras = null;
158
- if (scene.activeCamera !== camera) {
159
- previousCamera = scene.activeCamera;
160
- scene.activeCamera = camera;
161
- }
162
155
  scene.render(); // make sure the scene is ready to be rendered in the RTT with the right list of active meshes (which depends on the camera, that may have been changed above)
163
156
  // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
164
157
  const texture = new RenderTargetTexture("screenShot", targetTextureSize, scene, false, false, 0, false, Texture.NEAREST_SAMPLINGMODE, undefined, enableStencilBuffer, undefined, undefined, undefined, samples);
165
- texture.renderList = null;
158
+ texture.renderList = scene.meshes.slice();
166
159
  texture.samples = samples;
167
160
  texture.renderSprites = renderSprites;
161
+ texture.activeCamera = camera;
168
162
  const renderToTexture = () => {
169
163
  engine.onEndFrameObservable.addOnce(() => {
170
164
  texture.readPixels(undefined, undefined, undefined, false).then((data) => {
@@ -180,10 +174,6 @@ export function CreateScreenshotUsingRenderTarget(engine, camera, size, successC
180
174
  // if the camera used for the RTT rendering stays in effect for the next frame (and if that camera was different from the original camera)
181
175
  scene.incrementRenderId();
182
176
  scene.resetCachedMaterial();
183
- if (previousCamera) {
184
- scene.activeCamera = previousCamera;
185
- }
186
- scene.activeCameras = previousCameras;
187
177
  engine.setSize(originalSize.width, originalSize.height);
188
178
  camera.getProjectionMatrix(true); // Force cache refresh;
189
179
  scene.render();
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { FxaaPostProcess } from \"../PostProcesses/fxaaPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"./logger\";\r\nimport { Tools } from \"./tools\";\r\nimport type { IScreenshotSize } from \"./interfaces/screenshotSize\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n */\r\nexport function CreateScreenshot(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType: string = \"image/png\",\r\n forceDownload = false\r\n): void {\r\n const { height, width } = _GetScreenshotSize(engine, camera, size);\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n if (!Tools._ScreenshotCanvas) {\r\n Tools._ScreenshotCanvas = document.createElement(\"canvas\");\r\n }\r\n\r\n Tools._ScreenshotCanvas.width = width;\r\n Tools._ScreenshotCanvas.height = height;\r\n\r\n const renderContext = Tools._ScreenshotCanvas.getContext(\"2d\");\r\n\r\n const ratio = engine.getRenderWidth() / engine.getRenderHeight();\r\n let newWidth = width;\r\n let newHeight = newWidth / ratio;\r\n if (newHeight > height) {\r\n newHeight = height;\r\n newWidth = newHeight * ratio;\r\n }\r\n\r\n const offsetX = Math.max(0, width - newWidth) / 2;\r\n const offsetY = Math.max(0, height - newHeight) / 2;\r\n\r\n const scene = camera.getScene();\r\n if (scene.activeCamera !== camera) {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (forceDownload) {\r\n const blob = new Blob([data]);\r\n Tools.DownloadBlob(blob);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else if (successCallback) {\r\n successCallback(data);\r\n }\r\n },\r\n mimeType,\r\n 1,\r\n engine.getCreationOptions().antialias\r\n );\r\n } else {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n const renderingCanvas = engine.getRenderingCanvas();\r\n if (renderContext && renderingCanvas) {\r\n renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);\r\n }\r\n\r\n if (forceDownload) {\r\n Tools.EncodeScreenshotCanvasData(undefined, mimeType);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else {\r\n Tools.EncodeScreenshotCanvasData(successCallback, mimeType);\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType: string = \"image/png\"): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotWithResizeAsync(engine: Engine, camera: Camera, width: number, height: number, mimeType: string = \"image/png\"): Promise<void> {\r\n return new Promise((resolve) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n { width: width, height: height },\r\n () => {\r\n resolve();\r\n },\r\n mimeType,\r\n true\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n */\r\nexport function CreateScreenshotUsingRenderTarget(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType: string = \"image/png\",\r\n samples: number = 1,\r\n antialiasing: boolean = false,\r\n fileName?: string,\r\n renderSprites: boolean = false,\r\n enableStencilBuffer: boolean = false\r\n): void {\r\n const { height, width } = _GetScreenshotSize(engine, camera, size);\r\n const targetTextureSize = { width, height };\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n const originalSize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };\r\n engine.setSize(width, height); // we need this call to trigger onResizeObservable with the screenshot width/height on all the subsystems that are observing this event and that needs to (re)create some resources with the right dimensions\r\n\r\n const scene = camera.getScene();\r\n let previousCamera: Nullable<Camera> = null;\r\n const previousCameras = scene.activeCameras;\r\n\r\n scene.activeCameras = null;\r\n\r\n if (scene.activeCamera !== camera) {\r\n previousCamera = scene.activeCamera;\r\n scene.activeCamera = camera;\r\n }\r\n\r\n scene.render(); // make sure the scene is ready to be rendered in the RTT with the right list of active meshes (which depends on the camera, that may have been changed above)\r\n\r\n // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)\r\n const texture = new RenderTargetTexture(\r\n \"screenShot\",\r\n targetTextureSize,\r\n scene,\r\n false,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_INT,\r\n false,\r\n Texture.NEAREST_SAMPLINGMODE,\r\n undefined,\r\n enableStencilBuffer,\r\n undefined,\r\n undefined,\r\n undefined,\r\n samples\r\n );\r\n texture.renderList = null;\r\n texture.samples = samples;\r\n texture.renderSprites = renderSprites;\r\n\r\n const renderToTexture = () => {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n texture.readPixels(undefined, undefined, undefined, false)!.then((data) => {\r\n Tools.DumpData(width, height, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true);\r\n texture.dispose();\r\n });\r\n });\r\n\r\n // render the RTT\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n texture.render(true);\r\n\r\n // re-render the scene after the camera has been reset to the original camera to avoid a flicker that could occur\r\n // if the camera used for the RTT rendering stays in effect for the next frame (and if that camera was different from the original camera)\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n if (previousCamera) {\r\n scene.activeCamera = previousCamera;\r\n }\r\n scene.activeCameras = previousCameras;\r\n engine.setSize(originalSize.width, originalSize.height);\r\n camera.getProjectionMatrix(true); // Force cache refresh;\r\n scene.render();\r\n };\r\n\r\n if (antialiasing) {\r\n const fxaaPostProcess = new FxaaPostProcess(\"antialiasing\", 1.0, scene.activeCamera);\r\n texture.addPostProcess(fxaaPostProcess);\r\n // Async Shader Compilation can lead to none ready effects in synchronous code\r\n if (!fxaaPostProcess.getEffect().isReady()) {\r\n fxaaPostProcess.getEffect().onCompiled = () => {\r\n renderToTexture();\r\n };\r\n }\r\n // The effect is ready we can render\r\n else {\r\n renderToTexture();\r\n }\r\n } else {\r\n // No need to wait for extra resources to be ready\r\n renderToTexture();\r\n }\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotUsingRenderTargetAsync(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n mimeType: string = \"image/png\",\r\n samples: number = 1,\r\n antialiasing: boolean = false,\r\n fileName?: string,\r\n renderSprites: boolean = false\r\n): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n samples,\r\n antialiasing,\r\n fileName,\r\n renderSprites\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Gets height and width for screenshot size\r\n * @param engine\r\n * @param camera\r\n * @param size\r\n * @private\r\n */\r\nfunction _GetScreenshotSize(engine: Engine, camera: Camera, size: IScreenshotSize | number): { height: number; width: number } {\r\n let height = 0;\r\n let width = 0;\r\n\r\n //If a size value defined as object\r\n if (typeof size === \"object\") {\r\n const precision = size.precision\r\n ? Math.abs(size.precision) // prevent GL_INVALID_VALUE : glViewport: negative width/height\r\n : 1;\r\n\r\n //If a width and height values is specified\r\n if (size.width && size.height) {\r\n height = size.height * precision;\r\n width = size.width * precision;\r\n }\r\n //If passing only width, computing height to keep display canvas ratio.\r\n else if (size.width && !size.height) {\r\n width = size.width * precision;\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n //If passing only height, computing width to keep display canvas ratio.\r\n else if (size.height && !size.width) {\r\n height = size.height * precision;\r\n width = Math.round(height * engine.getAspectRatio(camera));\r\n } else {\r\n width = Math.round(engine.getRenderWidth() * precision);\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n }\r\n //Assuming here that \"size\" parameter is a number\r\n else if (!isNaN(size)) {\r\n height = size;\r\n width = size;\r\n }\r\n\r\n // When creating the image data from the CanvasRenderingContext2D, the width and height is clamped to the size of the _gl context\r\n // On certain GPUs, it seems as if the _gl context truncates to an integer automatically. Therefore, if a user tries to pass the width of their canvas element\r\n // and it happens to be a float (1000.5 x 600.5 px), the engine.readPixels will return a different size array than context.createImageData\r\n // to resolve this, we truncate the floats here to ensure the same size\r\n if (width) {\r\n width = Math.floor(width);\r\n }\r\n if (height) {\r\n height = Math.floor(height);\r\n }\r\n\r\n return { height: height | 0, width: width | 0 };\r\n}\r\n\r\n/**\r\n * Class containing a set of static utilities functions for screenshots\r\n */\r\nexport const ScreenshotTools = {\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n */\r\n CreateScreenshot,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotAsync,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotWithResizeAsync,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n */\r\n CreateScreenshotUsingRenderTarget,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotUsingRenderTargetAsync,\r\n};\r\n\r\n/**\r\n * This will be executed automatically for UMD and es5.\r\n * If esm dev wants the side effects to execute they will have to run it manually\r\n * Once we build native modules those need to be exported.\r\n * @internal\r\n */\r\nconst initSideEffects = () => {\r\n // References the dependencies.\r\n Tools.CreateScreenshot = CreateScreenshot;\r\n Tools.CreateScreenshotAsync = CreateScreenshotAsync;\r\n Tools.CreateScreenshotUsingRenderTarget = CreateScreenshotUsingRenderTarget;\r\n Tools.CreateScreenshotUsingRenderTargetAsync = CreateScreenshotUsingRenderTargetAsync;\r\n};\r\n\r\ninitSideEffects();\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { FxaaPostProcess } from \"../PostProcesses/fxaaPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"./logger\";\r\nimport { Tools } from \"./tools\";\r\nimport type { IScreenshotSize } from \"./interfaces/screenshotSize\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n */\r\nexport function CreateScreenshot(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType: string = \"image/png\",\r\n forceDownload = false\r\n): void {\r\n const { height, width } = _GetScreenshotSize(engine, camera, size);\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n if (!Tools._ScreenshotCanvas) {\r\n Tools._ScreenshotCanvas = document.createElement(\"canvas\");\r\n }\r\n\r\n Tools._ScreenshotCanvas.width = width;\r\n Tools._ScreenshotCanvas.height = height;\r\n\r\n const renderContext = Tools._ScreenshotCanvas.getContext(\"2d\");\r\n\r\n const ratio = engine.getRenderWidth() / engine.getRenderHeight();\r\n let newWidth = width;\r\n let newHeight = newWidth / ratio;\r\n if (newHeight > height) {\r\n newHeight = height;\r\n newWidth = newHeight * ratio;\r\n }\r\n\r\n const offsetX = Math.max(0, width - newWidth) / 2;\r\n const offsetY = Math.max(0, height - newHeight) / 2;\r\n\r\n const scene = camera.getScene();\r\n if (scene.activeCamera !== camera) {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (forceDownload) {\r\n const blob = new Blob([data]);\r\n Tools.DownloadBlob(blob);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else if (successCallback) {\r\n successCallback(data);\r\n }\r\n },\r\n mimeType,\r\n 1,\r\n engine.getCreationOptions().antialias\r\n );\r\n } else {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n const renderingCanvas = engine.getRenderingCanvas();\r\n if (renderContext && renderingCanvas) {\r\n renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);\r\n }\r\n\r\n if (forceDownload) {\r\n Tools.EncodeScreenshotCanvasData(undefined, mimeType);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else {\r\n Tools.EncodeScreenshotCanvasData(successCallback, mimeType);\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType: string = \"image/png\"): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotWithResizeAsync(engine: Engine, camera: Camera, width: number, height: number, mimeType: string = \"image/png\"): Promise<void> {\r\n return new Promise((resolve) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n { width: width, height: height },\r\n () => {\r\n resolve();\r\n },\r\n mimeType,\r\n true\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n */\r\nexport function CreateScreenshotUsingRenderTarget(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType: string = \"image/png\",\r\n samples: number = 1,\r\n antialiasing: boolean = false,\r\n fileName?: string,\r\n renderSprites: boolean = false,\r\n enableStencilBuffer: boolean = false\r\n): void {\r\n const { height, width } = _GetScreenshotSize(engine, camera, size);\r\n const targetTextureSize = { width, height };\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n const originalSize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };\r\n engine.setSize(width, height); // we need this call to trigger onResizeObservable with the screenshot width/height on all the subsystems that are observing this event and that needs to (re)create some resources with the right dimensions\r\n\r\n const scene = camera.getScene();\r\n\r\n scene.render(); // make sure the scene is ready to be rendered in the RTT with the right list of active meshes (which depends on the camera, that may have been changed above)\r\n\r\n // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)\r\n const texture = new RenderTargetTexture(\r\n \"screenShot\",\r\n targetTextureSize,\r\n scene,\r\n false,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_INT,\r\n false,\r\n Texture.NEAREST_SAMPLINGMODE,\r\n undefined,\r\n enableStencilBuffer,\r\n undefined,\r\n undefined,\r\n undefined,\r\n samples\r\n );\r\n texture.renderList = scene.meshes.slice();\r\n texture.samples = samples;\r\n texture.renderSprites = renderSprites;\r\n texture.activeCamera = camera;\r\n\r\n const renderToTexture = () => {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n texture.readPixels(undefined, undefined, undefined, false)!.then((data) => {\r\n Tools.DumpData(width, height, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true);\r\n texture.dispose();\r\n });\r\n });\r\n\r\n // render the RTT\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n texture.render(true);\r\n\r\n // re-render the scene after the camera has been reset to the original camera to avoid a flicker that could occur\r\n // if the camera used for the RTT rendering stays in effect for the next frame (and if that camera was different from the original camera)\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n engine.setSize(originalSize.width, originalSize.height);\r\n camera.getProjectionMatrix(true); // Force cache refresh;\r\n scene.render();\r\n };\r\n\r\n if (antialiasing) {\r\n const fxaaPostProcess = new FxaaPostProcess(\"antialiasing\", 1.0, scene.activeCamera);\r\n texture.addPostProcess(fxaaPostProcess);\r\n // Async Shader Compilation can lead to none ready effects in synchronous code\r\n if (!fxaaPostProcess.getEffect().isReady()) {\r\n fxaaPostProcess.getEffect().onCompiled = () => {\r\n renderToTexture();\r\n };\r\n }\r\n // The effect is ready we can render\r\n else {\r\n renderToTexture();\r\n }\r\n } else {\r\n // No need to wait for extra resources to be ready\r\n renderToTexture();\r\n }\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotUsingRenderTargetAsync(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n mimeType: string = \"image/png\",\r\n samples: number = 1,\r\n antialiasing: boolean = false,\r\n fileName?: string,\r\n renderSprites: boolean = false\r\n): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n samples,\r\n antialiasing,\r\n fileName,\r\n renderSprites\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Gets height and width for screenshot size\r\n * @param engine\r\n * @param camera\r\n * @param size\r\n * @private\r\n */\r\nfunction _GetScreenshotSize(engine: Engine, camera: Camera, size: IScreenshotSize | number): { height: number; width: number } {\r\n let height = 0;\r\n let width = 0;\r\n\r\n //If a size value defined as object\r\n if (typeof size === \"object\") {\r\n const precision = size.precision\r\n ? Math.abs(size.precision) // prevent GL_INVALID_VALUE : glViewport: negative width/height\r\n : 1;\r\n\r\n //If a width and height values is specified\r\n if (size.width && size.height) {\r\n height = size.height * precision;\r\n width = size.width * precision;\r\n }\r\n //If passing only width, computing height to keep display canvas ratio.\r\n else if (size.width && !size.height) {\r\n width = size.width * precision;\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n //If passing only height, computing width to keep display canvas ratio.\r\n else if (size.height && !size.width) {\r\n height = size.height * precision;\r\n width = Math.round(height * engine.getAspectRatio(camera));\r\n } else {\r\n width = Math.round(engine.getRenderWidth() * precision);\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n }\r\n //Assuming here that \"size\" parameter is a number\r\n else if (!isNaN(size)) {\r\n height = size;\r\n width = size;\r\n }\r\n\r\n // When creating the image data from the CanvasRenderingContext2D, the width and height is clamped to the size of the _gl context\r\n // On certain GPUs, it seems as if the _gl context truncates to an integer automatically. Therefore, if a user tries to pass the width of their canvas element\r\n // and it happens to be a float (1000.5 x 600.5 px), the engine.readPixels will return a different size array than context.createImageData\r\n // to resolve this, we truncate the floats here to ensure the same size\r\n if (width) {\r\n width = Math.floor(width);\r\n }\r\n if (height) {\r\n height = Math.floor(height);\r\n }\r\n\r\n return { height: height | 0, width: width | 0 };\r\n}\r\n\r\n/**\r\n * Class containing a set of static utilities functions for screenshots\r\n */\r\nexport const ScreenshotTools = {\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n */\r\n CreateScreenshot,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotAsync,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotWithResizeAsync,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n */\r\n CreateScreenshotUsingRenderTarget,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotUsingRenderTargetAsync,\r\n};\r\n\r\n/**\r\n * This will be executed automatically for UMD and es5.\r\n * If esm dev wants the side effects to execute they will have to run it manually\r\n * Once we build native modules those need to be exported.\r\n * @internal\r\n */\r\nconst initSideEffects = () => {\r\n // References the dependencies.\r\n Tools.CreateScreenshot = CreateScreenshot;\r\n Tools.CreateScreenshotAsync = CreateScreenshotAsync;\r\n Tools.CreateScreenshotUsingRenderTarget = CreateScreenshotUsingRenderTarget;\r\n Tools.CreateScreenshotUsingRenderTargetAsync = CreateScreenshotUsingRenderTargetAsync;\r\n};\r\n\r\ninitSideEffects();\r\n"]}
@@ -61,9 +61,9 @@ export function ApplyPostProcess(postProcessName, internalTexture, scene, type,
61
61
  // Gets everything ready.
62
62
  const engine = internalTexture.getEngine();
63
63
  internalTexture.isReady = false;
64
- samplingMode = samplingMode ?? internalTexture.samplingMode;
65
- type = type ?? internalTexture.type;
66
- format = format ?? internalTexture.format;
64
+ samplingMode = samplingMode !== null && samplingMode !== void 0 ? samplingMode : internalTexture.samplingMode;
65
+ type = type !== null && type !== void 0 ? type : internalTexture.type;
66
+ format = format !== null && format !== void 0 ? format : internalTexture.format;
67
67
  if (type === -1) {
68
68
  type = 0;
69
69
  }
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\nexport function CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode: boolean = true): Texture {\r\n const scene = <Scene>texture.getScene();\r\n const engine = scene.getEngine();\r\n\r\n const rtt = new RenderTargetTexture(\r\n \"resized\" + texture.name,\r\n { width: width, height: height },\r\n scene,\r\n !texture.noMipmap,\r\n true,\r\n (<InternalTexture>texture._texture).type,\r\n false,\r\n texture.samplingMode,\r\n false\r\n );\r\n\r\n rtt.wrapU = texture.wrapU;\r\n rtt.wrapV = texture.wrapV;\r\n rtt.uOffset = texture.uOffset;\r\n rtt.vOffset = texture.vOffset;\r\n rtt.uScale = texture.uScale;\r\n rtt.vScale = texture.vScale;\r\n rtt.uAng = texture.uAng;\r\n rtt.vAng = texture.vAng;\r\n rtt.wAng = texture.wAng;\r\n rtt.coordinatesIndex = texture.coordinatesIndex;\r\n rtt.level = texture.level;\r\n rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;\r\n (<InternalTexture>rtt._texture).isReady = false;\r\n\r\n texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n const passPostProcess = new PassPostProcess(\r\n \"pass\",\r\n 1,\r\n null,\r\n useBilinearMode ? Texture.BILINEAR_SAMPLINGMODE : Texture.NEAREST_SAMPLINGMODE,\r\n engine,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n passPostProcess.externalTextureSamplerBinding = true;\r\n passPostProcess.getEffect().executeWhenCompiled(() => {\r\n passPostProcess.onApply = function (effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n };\r\n\r\n const internalTexture = rtt.renderTarget;\r\n\r\n if (internalTexture) {\r\n scene.postProcessManager.directRender([passPostProcess], internalTexture);\r\n\r\n engine.unBindFramebuffer(internalTexture);\r\n rtt.disposeFramebufferObjects();\r\n passPostProcess.dispose();\r\n\r\n rtt.getInternalTexture()!.isReady = true;\r\n }\r\n });\r\n\r\n return rtt;\r\n}\r\n\r\n/**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\nexport function ApplyPostProcess(\r\n postProcessName: string,\r\n internalTexture: InternalTexture,\r\n scene: Scene,\r\n type?: number,\r\n samplingMode?: number,\r\n format?: number\r\n): Promise<InternalTexture> {\r\n // Gets everything ready.\r\n const engine = internalTexture.getEngine() as Engine;\r\n\r\n internalTexture.isReady = false;\r\n\r\n samplingMode = samplingMode ?? internalTexture.samplingMode;\r\n type = type ?? internalTexture.type;\r\n format = format ?? internalTexture.format;\r\n\r\n if (type === -1) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n return new Promise((resolve) => {\r\n // Create the post process\r\n const postProcess = new PostProcess(\"postprocess\", postProcessName, null, null, 1, null, samplingMode, engine, false, undefined, type, undefined, null, false, format);\r\n postProcess.externalTextureSamplerBinding = true;\r\n\r\n // Hold the output of the decoding.\r\n const encodedTexture = engine.createRenderTargetTexture(\r\n { width: internalTexture.width, height: internalTexture.height },\r\n {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n generateStencilBuffer: false,\r\n samplingMode,\r\n type,\r\n format,\r\n }\r\n );\r\n\r\n postProcess.getEffect().executeWhenCompiled(() => {\r\n // PP Render Pass\r\n postProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", internalTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n scene.postProcessManager.directRender([postProcess!], encodedTexture, true);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n engine._releaseTexture(internalTexture);\r\n if (postProcess) {\r\n postProcess.dispose();\r\n }\r\n\r\n // Internal Swap\r\n encodedTexture._swapAndDie(internalTexture);\r\n\r\n // Ready to get rolling again.\r\n internalTexture.type = type!;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n internalTexture.isReady = true;\r\n\r\n resolve(internalTexture);\r\n });\r\n });\r\n}\r\n\r\n// ref: http://stackoverflow.com/questions/32633585/how-do-you-convert-to-half-floats-in-javascript\r\nlet floatView: Float32Array;\r\nlet int32View: Int32Array;\r\n/**\r\n * Converts a number to half float\r\n * @param value number to convert\r\n * @returns converted number\r\n */\r\nexport function ToHalfFloat(value: number): number {\r\n if (!floatView) {\r\n floatView = new Float32Array(1);\r\n int32View = new Int32Array(floatView.buffer);\r\n }\r\n\r\n floatView[0] = value;\r\n const x = int32View[0];\r\n\r\n let bits = (x >> 16) & 0x8000; /* Get the sign */\r\n let m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */\r\n const e = (x >> 23) & 0xff; /* Using int is faster here */\r\n\r\n /* If zero, or denormal, or exponent underflows too much for a denormal\r\n * half, return signed zero. */\r\n if (e < 103) {\r\n return bits;\r\n }\r\n\r\n /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\r\n if (e > 142) {\r\n bits |= 0x7c00;\r\n /* If exponent was 0xff and one mantissa bit was set, it means NaN,\r\n * not Inf, so make sure we set one mantissa bit too. */\r\n bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;\r\n return bits;\r\n }\r\n\r\n /* If exponent underflows but not too much, return a denormal */\r\n if (e < 113) {\r\n m |= 0x0800;\r\n /* Extra rounding may overflow and set mantissa to 0 and exponent\r\n * to 1, which is OK. */\r\n bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);\r\n return bits;\r\n }\r\n\r\n bits |= ((e - 112) << 10) | (m >> 1);\r\n bits += m & 1;\r\n return bits;\r\n}\r\n\r\n/**\r\n * Converts a half float to a number\r\n * @param value half float to convert\r\n * @returns converted half float\r\n */\r\nexport function FromHalfFloat(value: number): number {\r\n const s = (value & 0x8000) >> 15;\r\n const e = (value & 0x7c00) >> 10;\r\n const f = value & 0x03ff;\r\n\r\n if (e === 0) {\r\n return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));\r\n } else if (e == 0x1f) {\r\n return f ? NaN : (s ? -1 : 1) * Infinity;\r\n }\r\n\r\n return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + f / Math.pow(2, 10));\r\n}\r\n\r\n/**\r\n * Class used to host texture specific utilities\r\n */\r\nexport const TextureTools = {\r\n /**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\n CreateResizedCopy,\r\n\r\n /**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n ApplyPostProcess,\r\n /**\r\n * Converts a number to half float\r\n * @param value number to convert\r\n * @returns converted number\r\n */\r\n ToHalfFloat,\r\n\r\n /**\r\n * Converts a half float to a number\r\n * @param value half float to convert\r\n * @returns converted half float\r\n */\r\n FromHalfFloat,\r\n};\r\n"]}
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\nexport function CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode: boolean = true): Texture {\r\n const scene = <Scene>texture.getScene();\r\n const engine = scene.getEngine();\r\n\r\n const rtt = new RenderTargetTexture(\r\n \"resized\" + texture.name,\r\n { width: width, height: height },\r\n scene,\r\n !texture.noMipmap,\r\n true,\r\n (<InternalTexture>texture._texture).type,\r\n false,\r\n texture.samplingMode,\r\n false\r\n );\r\n\r\n rtt.wrapU = texture.wrapU;\r\n rtt.wrapV = texture.wrapV;\r\n rtt.uOffset = texture.uOffset;\r\n rtt.vOffset = texture.vOffset;\r\n rtt.uScale = texture.uScale;\r\n rtt.vScale = texture.vScale;\r\n rtt.uAng = texture.uAng;\r\n rtt.vAng = texture.vAng;\r\n rtt.wAng = texture.wAng;\r\n rtt.coordinatesIndex = texture.coordinatesIndex;\r\n rtt.level = texture.level;\r\n rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;\r\n (<InternalTexture>rtt._texture).isReady = false;\r\n\r\n texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n const passPostProcess = new PassPostProcess(\r\n \"pass\",\r\n 1,\r\n null,\r\n useBilinearMode ? Texture.BILINEAR_SAMPLINGMODE : Texture.NEAREST_SAMPLINGMODE,\r\n engine,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n passPostProcess.externalTextureSamplerBinding = true;\r\n passPostProcess.getEffect().executeWhenCompiled(() => {\r\n passPostProcess.onApply = function (effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n };\r\n\r\n const internalTexture = rtt.renderTarget;\r\n\r\n if (internalTexture) {\r\n scene.postProcessManager.directRender([passPostProcess], internalTexture);\r\n\r\n engine.unBindFramebuffer(internalTexture);\r\n rtt.disposeFramebufferObjects();\r\n passPostProcess.dispose();\r\n\r\n rtt.getInternalTexture()!.isReady = true;\r\n }\r\n });\r\n\r\n return rtt;\r\n}\r\n\r\n/**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\nexport function ApplyPostProcess(\r\n postProcessName: string,\r\n internalTexture: InternalTexture,\r\n scene: Scene,\r\n type?: number,\r\n samplingMode?: number,\r\n format?: number\r\n): Promise<InternalTexture> {\r\n // Gets everything ready.\r\n const engine = internalTexture.getEngine() as Engine;\r\n\r\n internalTexture.isReady = false;\r\n\r\n samplingMode = samplingMode ?? internalTexture.samplingMode;\r\n type = type ?? internalTexture.type;\r\n format = format ?? internalTexture.format;\r\n\r\n if (type === -1) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n return new Promise((resolve) => {\r\n // Create the post process\r\n const postProcess = new PostProcess(\"postprocess\", postProcessName, null, null, 1, null, samplingMode, engine, false, undefined, type, undefined, null, false, format);\r\n postProcess.externalTextureSamplerBinding = true;\r\n\r\n // Hold the output of the decoding.\r\n const encodedTexture = engine.createRenderTargetTexture(\r\n { width: internalTexture.width, height: internalTexture.height },\r\n {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n generateStencilBuffer: false,\r\n samplingMode,\r\n type,\r\n format,\r\n }\r\n );\r\n\r\n postProcess.getEffect().executeWhenCompiled(() => {\r\n // PP Render Pass\r\n postProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", internalTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n scene.postProcessManager.directRender([postProcess!], encodedTexture, true);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n engine._releaseTexture(internalTexture);\r\n if (postProcess) {\r\n postProcess.dispose();\r\n }\r\n\r\n // Internal Swap\r\n encodedTexture._swapAndDie(internalTexture);\r\n\r\n // Ready to get rolling again.\r\n internalTexture.type = type!;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n internalTexture.isReady = true;\r\n\r\n resolve(internalTexture);\r\n });\r\n });\r\n}\r\n\r\n// ref: http://stackoverflow.com/questions/32633585/how-do-you-convert-to-half-floats-in-javascript\r\nlet floatView: Float32Array;\r\nlet int32View: Int32Array;\r\n/**\r\n * Converts a number to half float\r\n * @param value number to convert\r\n * @returns converted number\r\n */\r\nexport function ToHalfFloat(value: number): number {\r\n if (!floatView) {\r\n floatView = new Float32Array(1);\r\n int32View = new Int32Array(floatView.buffer);\r\n }\r\n\r\n floatView[0] = value;\r\n const x = int32View[0];\r\n\r\n let bits = (x >> 16) & 0x8000; /* Get the sign */\r\n let m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */\r\n const e = (x >> 23) & 0xff; /* Using int is faster here */\r\n\r\n /* If zero, or denormal, or exponent underflows too much for a denormal\r\n * half, return signed zero. */\r\n if (e < 103) {\r\n return bits;\r\n }\r\n\r\n /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\r\n if (e > 142) {\r\n bits |= 0x7c00;\r\n /* If exponent was 0xff and one mantissa bit was set, it means NaN,\r\n * not Inf, so make sure we set one mantissa bit too. */\r\n bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;\r\n return bits;\r\n }\r\n\r\n /* If exponent underflows but not too much, return a denormal */\r\n if (e < 113) {\r\n m |= 0x0800;\r\n /* Extra rounding may overflow and set mantissa to 0 and exponent\r\n * to 1, which is OK. */\r\n bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);\r\n return bits;\r\n }\r\n\r\n bits |= ((e - 112) << 10) | (m >> 1);\r\n bits += m & 1;\r\n return bits;\r\n}\r\n\r\n/**\r\n * Converts a half float to a number\r\n * @param value half float to convert\r\n * @returns converted half float\r\n */\r\nexport function FromHalfFloat(value: number): number {\r\n const s = (value & 0x8000) >> 15;\r\n const e = (value & 0x7c00) >> 10;\r\n const f = value & 0x03ff;\r\n\r\n if (e === 0) {\r\n return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));\r\n } else if (e == 0x1f) {\r\n return f ? NaN : (s ? -1 : 1) * Infinity;\r\n }\r\n\r\n return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + f / Math.pow(2, 10));\r\n}\r\n\r\n/**\r\n * Class used to host texture specific utilities\r\n */\r\nexport const TextureTools = {\r\n /**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\n CreateResizedCopy,\r\n\r\n /**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n ApplyPostProcess,\r\n /**\r\n * Converts a number to half float\r\n * @param value number to convert\r\n * @returns converted number\r\n */\r\n ToHalfFloat,\r\n\r\n /**\r\n * Converts a half float to a number\r\n * @param value half float to convert\r\n * @returns converted half float\r\n */\r\n FromHalfFloat,\r\n};\r\n"]}
package/Misc/timer.js CHANGED
@@ -23,9 +23,10 @@ export var TimerState;
23
23
  * @param options options with which to initialize this timer
24
24
  */
25
25
  export function setAndStartTimer(options) {
26
+ var _a;
26
27
  let timer = 0;
27
28
  const startTime = Date.now();
28
- options.observableParameters = options.observableParameters ?? {};
29
+ options.observableParameters = (_a = options.observableParameters) !== null && _a !== void 0 ? _a : {};
29
30
  const observer = options.contextObservable.add((payload) => {
30
31
  const now = Date.now();
31
32
  timer = now - startTime;
@@ -57,6 +58,7 @@ export class AdvancedTimer {
57
58
  * @param options construction options for this advanced timer
58
59
  */
59
60
  constructor(options) {
61
+ var _a, _b;
60
62
  /**
61
63
  * Will notify each time the timer calculates the remaining time
62
64
  */
@@ -95,8 +97,8 @@ export class AdvancedTimer {
95
97
  };
96
98
  this._setState(TimerState.INIT);
97
99
  this._contextObservable = options.contextObservable;
98
- this._observableParameters = options.observableParameters ?? {};
99
- this._breakCondition = options.breakCondition ?? (() => false);
100
+ this._observableParameters = (_a = options.observableParameters) !== null && _a !== void 0 ? _a : {};
101
+ this._breakCondition = (_b = options.breakCondition) !== null && _b !== void 0 ? _b : (() => false);
100
102
  this._timeToEnd = options.timeout;
101
103
  if (options.onEnded) {
102
104
  this.onTimerEndedObservable.add(options.onEnded);