@babylonjs/core 5.27.0 → 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 (402) 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/directionalLightFrustumViewer.js +9 -7
  46. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  47. package/Debug/rayHelper.js +2 -1
  48. package/Debug/rayHelper.js.map +1 -1
  49. package/Debug/skeletonViewer.js +29 -24
  50. package/Debug/skeletonViewer.js.map +1 -1
  51. package/DeviceInput/InputDevices/deviceSourceManager.js +5 -3
  52. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  53. package/DeviceInput/internalDeviceSourceManager.js +2 -1
  54. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  55. package/DeviceInput/webDeviceInputSystem.js +12 -9
  56. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  57. package/Engines/Extensions/engine.rawTexture.js +4 -4
  58. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  59. package/Engines/Extensions/engine.readTexture.js +3 -2
  60. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  61. package/Engines/Extensions/engine.views.js +2 -1
  62. package/Engines/Extensions/engine.views.js.map +1 -1
  63. package/Engines/Processors/shaderProcessor.js +11 -6
  64. package/Engines/Processors/shaderProcessor.js.map +1 -1
  65. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
  66. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  67. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +2 -1
  68. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  69. package/Engines/WebGPU/Extensions/engine.multiRender.js +2 -1
  70. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  71. package/Engines/WebGPU/Extensions/engine.query.js +4 -2
  72. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  73. package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
  74. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  75. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -1
  76. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  77. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -2
  78. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  79. package/Engines/WebGPU/Extensions/engine.textureSampler.js +2 -1
  80. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  81. package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -1
  82. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  83. package/Engines/WebGPU/webgpuCacheBindGroups.js +7 -6
  84. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  85. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +18 -14
  86. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  87. package/Engines/WebGPU/webgpuCacheSampler.js +4 -3
  88. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  89. package/Engines/WebGPU/webgpuClearQuad.js +3 -2
  90. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  91. package/Engines/WebGPU/webgpuComputePipelineContext.js +2 -1
  92. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  93. package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
  94. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  95. package/Engines/WebGPU/webgpuDrawContext.js +2 -1
  96. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  97. package/Engines/WebGPU/webgpuHardwareTexture.js +4 -3
  98. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  99. package/Engines/WebGPU/webgpuMaterialContext.js +5 -4
  100. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  101. package/Engines/WebGPU/webgpuOcclusionQuery.js +5 -3
  102. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  103. package/Engines/WebGPU/webgpuPipelineContext.js +4 -2
  104. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  105. package/Engines/WebGPU/webgpuShaderProcessingContext.js +4 -2
  106. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  107. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -1
  108. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  109. package/Engines/WebGPU/webgpuSnapshotRendering.js +3 -2
  110. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  111. package/Engines/WebGPU/webgpuStencilStateComposer.js +2 -1
  112. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  113. package/Engines/WebGPU/webgpuTextureHelper.js +40 -38
  114. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  115. package/Engines/engine.js +5 -3
  116. package/Engines/engine.js.map +1 -1
  117. package/Engines/nativeEngine.js +7 -5
  118. package/Engines/nativeEngine.js.map +1 -1
  119. package/Engines/renderTargetWrapper.js +14 -9
  120. package/Engines/renderTargetWrapper.js.map +1 -1
  121. package/Engines/thinEngine.js +25 -16
  122. package/Engines/thinEngine.js.map +1 -1
  123. package/Engines/webgpuEngine.js +87 -61
  124. package/Engines/webgpuEngine.js.map +1 -1
  125. package/Gamepads/gamepadManager.js +1 -1
  126. package/Gamepads/gamepadManager.js.map +1 -1
  127. package/Gizmos/axisDragGizmo.js +4 -2
  128. package/Gizmos/axisDragGizmo.js.map +1 -1
  129. package/Gizmos/axisScaleGizmo.js +6 -4
  130. package/Gizmos/axisScaleGizmo.js.map +1 -1
  131. package/Gizmos/gizmo.js +21 -6
  132. package/Gizmos/gizmo.js.map +1 -1
  133. package/Gizmos/gizmoManager.js +3 -2
  134. package/Gizmos/gizmoManager.js.map +1 -1
  135. package/Gizmos/planeDragGizmo.js +4 -2
  136. package/Gizmos/planeDragGizmo.js.map +1 -1
  137. package/Gizmos/planeRotationGizmo.js +4 -2
  138. package/Gizmos/planeRotationGizmo.js.map +1 -1
  139. package/Helpers/videoDome.js +2 -1
  140. package/Helpers/videoDome.js.map +1 -1
  141. package/Layers/effectLayer.js +5 -3
  142. package/Layers/effectLayer.js.map +1 -1
  143. package/Layers/glowLayer.js +4 -3
  144. package/Layers/glowLayer.js.map +1 -1
  145. package/Layers/highlightLayer.js +2 -1
  146. package/Layers/highlightLayer.js.map +1 -1
  147. package/LensFlares/lensFlareSystem.js +2 -1
  148. package/LensFlares/lensFlareSystem.js.map +1 -1
  149. package/Lights/Shadows/cascadedShadowGenerator.js +25 -21
  150. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  151. package/Lights/Shadows/shadowGenerator.js +13 -8
  152. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  153. package/Loading/Plugins/babylonFileLoader.js +2 -1
  154. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  155. package/Loading/sceneLoader.js +1 -1
  156. package/Loading/sceneLoader.js.map +1 -1
  157. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +2 -1
  158. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  159. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +2 -1
  160. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/Dual/textureBlock.js +10 -6
  162. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -2
  164. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  165. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +2 -1
  166. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -1
  168. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/Input/inputBlock.js +2 -1
  170. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +26 -24
  172. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
  174. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +48 -44
  176. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
  178. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/PBR/refractionBlock.js +2 -1
  180. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  181. package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
  182. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  183. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -26
  184. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  185. package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
  186. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +6 -6
  188. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  189. package/Materials/Node/Blocks/cloudBlock.js +3 -2
  190. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/colorMergerBlock.js +5 -4
  192. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/customBlock.js +4 -3
  194. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  195. package/Materials/Node/Blocks/vectorMergerBlock.js +5 -4
  196. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  197. package/Materials/Node/nodeMaterial.js +7 -6
  198. package/Materials/Node/nodeMaterial.js.map +1 -1
  199. package/Materials/Node/nodeMaterialBlock.js +4 -3
  200. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  201. package/Materials/Node/nodeMaterialDecorator.js +1 -1
  202. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  203. package/Materials/PBR/pbrBaseMaterial.js +25 -19
  204. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  205. package/Materials/PBR/pbrClearCoatConfiguration.js +9 -6
  206. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  207. package/Materials/PBR/pbrIridescenceConfiguration.js +7 -4
  208. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  209. package/Materials/PBR/pbrSheenConfiguration.js +7 -4
  210. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  211. package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
  212. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  213. package/Materials/Textures/Packer/packer.js +14 -13
  214. package/Materials/Textures/Packer/packer.js.map +1 -1
  215. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
  216. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  217. package/Materials/Textures/Procedurals/noiseProceduralTexture.js +2 -1
  218. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  219. package/Materials/Textures/Procedurals/proceduralTexture.js +7 -4
  220. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  221. package/Materials/Textures/cubeTexture.js +8 -4
  222. package/Materials/Textures/cubeTexture.js.map +1 -1
  223. package/Materials/Textures/hdrCubeTexture.js +4 -2
  224. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  225. package/Materials/Textures/internalTexture.js +4 -2
  226. package/Materials/Textures/internalTexture.js.map +1 -1
  227. package/Materials/Textures/mirrorTexture.js +6 -3
  228. package/Materials/Textures/mirrorTexture.js.map +1 -1
  229. package/Materials/Textures/multiRenderTarget.js +6 -4
  230. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  231. package/Materials/Textures/rawTexture.js +1 -1
  232. package/Materials/Textures/rawTexture.js.map +1 -1
  233. package/Materials/Textures/renderTargetTexture.js +26 -15
  234. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  235. package/Materials/Textures/texture.js +16 -13
  236. package/Materials/Textures/texture.js.map +1 -1
  237. package/Materials/Textures/thinRenderTargetTexture.js +4 -2
  238. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  239. package/Materials/Textures/videoTexture.js +3 -3
  240. package/Materials/Textures/videoTexture.js.map +1 -1
  241. package/Materials/drawWrapper.js +4 -2
  242. package/Materials/drawWrapper.js.map +1 -1
  243. package/Materials/effect.js +15 -10
  244. package/Materials/effect.js.map +1 -1
  245. package/Materials/material.d.ts +14 -0
  246. package/Materials/material.detailMapConfiguration.js +2 -1
  247. package/Materials/material.detailMapConfiguration.js.map +1 -1
  248. package/Materials/material.js +35 -3
  249. package/Materials/material.js.map +1 -1
  250. package/Materials/materialDefines.js +6 -5
  251. package/Materials/materialDefines.js.map +1 -1
  252. package/Materials/materialHelper.js +1 -1
  253. package/Materials/materialHelper.js.map +1 -1
  254. package/Materials/materialPluginManager.js +3 -2
  255. package/Materials/materialPluginManager.js.map +1 -1
  256. package/Materials/multiMaterial.js +2 -1
  257. package/Materials/multiMaterial.js.map +1 -1
  258. package/Materials/shaderMaterial.js +12 -9
  259. package/Materials/shaderMaterial.js.map +1 -1
  260. package/Materials/shadowDepthWrapper.js +13 -8
  261. package/Materials/shadowDepthWrapper.js.map +1 -1
  262. package/Materials/standardMaterial.js +12 -10
  263. package/Materials/standardMaterial.js.map +1 -1
  264. package/Materials/uniformBuffer.js +1 -1
  265. package/Materials/uniformBuffer.js.map +1 -1
  266. package/Maths/math.vector.d.ts +7 -6
  267. package/Maths/math.vector.js +10 -8
  268. package/Maths/math.vector.js.map +1 -1
  269. package/Meshes/Builders/groundBuilder.js +1 -1
  270. package/Meshes/Builders/groundBuilder.js.map +1 -1
  271. package/Meshes/abstractMesh.js +8 -5
  272. package/Meshes/abstractMesh.js.map +1 -1
  273. package/Meshes/csg.js +2 -1
  274. package/Meshes/csg.js.map +1 -1
  275. package/Meshes/instancedMesh.js +2 -1
  276. package/Meshes/instancedMesh.js.map +1 -1
  277. package/Meshes/mesh.js +21 -12
  278. package/Meshes/mesh.js.map +1 -1
  279. package/Meshes/mesh.vertexData.js +4 -3
  280. package/Meshes/mesh.vertexData.js.map +1 -1
  281. package/Meshes/subMesh.js +14 -8
  282. package/Meshes/subMesh.js.map +1 -1
  283. package/Meshes/thinInstanceMesh.js +18 -12
  284. package/Meshes/thinInstanceMesh.js.map +1 -1
  285. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -1
  286. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  287. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +12 -8
  288. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  289. package/Misc/PerformanceViewer/performanceViewerCollector.js +3 -2
  290. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  291. package/Misc/arrayTools.js +1 -1
  292. package/Misc/arrayTools.js.map +1 -1
  293. package/Misc/computePressure.js +9 -6
  294. package/Misc/computePressure.js.map +1 -1
  295. package/Misc/dataStorage.js +1 -1
  296. package/Misc/dataStorage.js.map +1 -1
  297. package/Misc/environmentTextureTools.js +2 -1
  298. package/Misc/environmentTextureTools.js.map +1 -1
  299. package/Misc/fileTools.js +31 -8
  300. package/Misc/fileTools.js.map +1 -1
  301. package/Misc/logger.js +2 -1
  302. package/Misc/logger.js.map +1 -1
  303. package/Misc/minMaxReducer.js +3 -2
  304. package/Misc/minMaxReducer.js.map +1 -1
  305. package/Misc/sceneRecorder.js +1 -1
  306. package/Misc/sceneRecorder.js.map +1 -1
  307. package/Misc/textureTools.js +3 -3
  308. package/Misc/textureTools.js.map +1 -1
  309. package/Misc/timer.js +5 -3
  310. package/Misc/timer.js.map +1 -1
  311. package/Misc/tools.js +4 -4
  312. package/Misc/tools.js.map +1 -1
  313. package/Misc/trajectoryClassifier.js +3 -3
  314. package/Misc/trajectoryClassifier.js.map +1 -1
  315. package/Particles/EmitterTypes/meshParticleEmitter.js +2 -1
  316. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  317. package/Particles/computeShaderParticleSystem.js +6 -3
  318. package/Particles/computeShaderParticleSystem.js.map +1 -1
  319. package/Particles/gpuParticleSystem.js +13 -8
  320. package/Particles/gpuParticleSystem.js.map +1 -1
  321. package/Particles/particleSystem.js +22 -14
  322. package/Particles/particleSystem.js.map +1 -1
  323. package/Particles/particleSystemComponent.js +2 -1
  324. package/Particles/particleSystemComponent.js.map +1 -1
  325. package/Particles/pointsCloudSystem.js +7 -4
  326. package/Particles/pointsCloudSystem.js.map +1 -1
  327. package/Particles/solidParticleSystem.js +2 -2
  328. package/Particles/solidParticleSystem.js.map +1 -1
  329. package/Particles/webgl2ParticleSystem.js +2 -1
  330. package/Particles/webgl2ParticleSystem.js.map +1 -1
  331. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +5 -4
  332. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  333. package/PostProcesses/colorCorrectionPostProcess.js +1 -1
  334. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  335. package/PostProcesses/postProcess.js +8 -5
  336. package/PostProcesses/postProcess.js.map +1 -1
  337. package/PostProcesses/postProcessManager.js +6 -4
  338. package/PostProcesses/postProcessManager.js.map +1 -1
  339. package/PostProcesses/screenSpaceReflectionPostProcess.js +1 -1
  340. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  341. package/PostProcesses/volumetricLightScatteringPostProcess.js +7 -4
  342. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  343. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js +1 -1
  344. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js.map +1 -1
  345. package/Probes/reflectionProbe.js +4 -2
  346. package/Probes/reflectionProbe.js.map +1 -1
  347. package/Rendering/boundingBoxRenderer.js +3 -2
  348. package/Rendering/boundingBoxRenderer.js.map +1 -1
  349. package/Rendering/depthPeelingRenderer.d.ts +12 -0
  350. package/Rendering/depthPeelingRenderer.js +30 -6
  351. package/Rendering/depthPeelingRenderer.js.map +1 -1
  352. package/Rendering/depthPeelingSceneComponent.js +4 -2
  353. package/Rendering/depthPeelingSceneComponent.js.map +1 -1
  354. package/Rendering/depthRenderer.js +10 -6
  355. package/Rendering/depthRenderer.js.map +1 -1
  356. package/Rendering/edgesRenderer.js +11 -8
  357. package/Rendering/edgesRenderer.js.map +1 -1
  358. package/Rendering/outlineRenderer.js +2 -2
  359. package/Rendering/outlineRenderer.js.map +1 -1
  360. package/Rendering/prePassRenderer.js +4 -2
  361. package/Rendering/prePassRenderer.js.map +1 -1
  362. package/Shaders/pbr.fragment.js +4 -1
  363. package/Shaders/pbr.fragment.js.map +1 -1
  364. package/Sprites/spriteManager.js +2 -1
  365. package/Sprites/spriteManager.js.map +1 -1
  366. package/Sprites/spriteRenderer.js +2 -1
  367. package/Sprites/spriteRenderer.js.map +1 -1
  368. package/States/stencilStateComposer.js +4 -2
  369. package/States/stencilStateComposer.js.map +1 -1
  370. package/XR/features/WebXRAnchorSystem.js +2 -1
  371. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  372. package/XR/features/WebXRControllerMovement.js +7 -6
  373. package/XR/features/WebXRControllerMovement.js.map +1 -1
  374. package/XR/features/WebXRControllerPhysics.js +6 -4
  375. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  376. package/XR/features/WebXRControllerPointerSelection.js +2 -1
  377. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  378. package/XR/features/WebXRHandTracking.js +26 -18
  379. package/XR/features/WebXRHandTracking.js.map +1 -1
  380. package/XR/features/WebXRLayers.js +1 -1
  381. package/XR/features/WebXRLayers.js.map +1 -1
  382. package/XR/features/WebXRLightEstimation.js +6 -3
  383. package/XR/features/WebXRLightEstimation.js.map +1 -1
  384. package/XR/features/WebXRMeshDetector.js +2 -1
  385. package/XR/features/WebXRMeshDetector.js.map +1 -1
  386. package/XR/features/WebXRNearInteraction.js +7 -4
  387. package/XR/features/WebXRNearInteraction.js.map +1 -1
  388. package/XR/features/WebXRPlaneDetector.js +2 -1
  389. package/XR/features/WebXRPlaneDetector.js.map +1 -1
  390. package/XR/native/nativeXRFrame.js +2 -1
  391. package/XR/native/nativeXRFrame.js.map +1 -1
  392. package/XR/webXRCamera.js +2 -1
  393. package/XR/webXRCamera.js.map +1 -1
  394. package/XR/webXRExperienceHelper.js +7 -5
  395. package/XR/webXRExperienceHelper.js.map +1 -1
  396. package/XR/webXRInputSource.js +2 -1
  397. package/XR/webXRInputSource.js.map +1 -1
  398. package/XR/webXRSessionManager.js +27 -14
  399. package/XR/webXRSessionManager.js.map +1 -1
  400. package/package.json +1 -1
  401. package/scene.js +17 -11
  402. package/scene.js.map +1 -1
@@ -86,7 +86,8 @@ export class RenderTargetWrapper {
86
86
  * Gets the render texture. If this is a multi render target, gets the first texture
87
87
  */
88
88
  get texture() {
89
- return this._textures?.[0] ?? null;
89
+ var _a, _b;
90
+ return (_b = (_a = this._textures) === null || _a === void 0 ? void 0 : _a[0]) !== null && _b !== void 0 ? _b : null;
90
91
  }
91
92
  /**
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93
  * Gets the list of render textures. If we are not in a multi render target, the list will be null (use the texture getter instead)
@@ -157,7 +158,8 @@ export class RenderTargetWrapper {
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  * @returns the depth/stencil created texture
158
159
  */
159
160
  createDepthStencilTexture(comparisonFunction = 0, bilinearFiltering = true, generateStencil = false, samples = 1, format = 14) {
160
- this._depthStencilTexture?.dispose();
161
+ var _a;
162
+ (_a = this._depthStencilTexture) === null || _a === void 0 ? void 0 : _a.dispose();
161
163
  this._depthStencilTextureWithStencil = generateStencil;
162
164
  this._depthStencilTexture = this._engine.createDepthStencilTexture(this._size, {
163
165
  bilinearFiltering,
@@ -194,6 +196,7 @@ export class RenderTargetWrapper {
194
196
  this.dispose(true);
195
197
  }
196
198
  _cloneRenderTargetWrapper() {
199
+ var _a, _b, _c, _d, _e, _f;
197
200
  let rtw = null;
198
201
  if (this._isMulti) {
199
202
  const textureArray = this.textures;
@@ -231,11 +234,11 @@ export class RenderTargetWrapper {
231
234
  else {
232
235
  const options = {};
233
236
  options.generateDepthBuffer = this._generateDepthBuffer;
234
- options.generateMipMaps = this.texture?.generateMipMaps ?? false;
237
+ options.generateMipMaps = (_b = (_a = this.texture) === null || _a === void 0 ? void 0 : _a.generateMipMaps) !== null && _b !== void 0 ? _b : false;
235
238
  options.generateStencilBuffer = this._generateStencilBuffer;
236
- options.samplingMode = this.texture?.samplingMode;
237
- options.type = this.texture?.type;
238
- options.format = this.texture?.format;
239
+ options.samplingMode = (_c = this.texture) === null || _c === void 0 ? void 0 : _c.samplingMode;
240
+ options.type = (_d = this.texture) === null || _d === void 0 ? void 0 : _d.type;
241
+ options.format = (_e = this.texture) === null || _e === void 0 ? void 0 : _e.format;
239
242
  if (this.isCube) {
240
243
  rtw = this._engine.createRenderTargetCubeTexture(this.width, options);
241
244
  }
@@ -243,7 +246,7 @@ export class RenderTargetWrapper {
243
246
  const size = {
244
247
  width: this.width,
245
248
  height: this.height,
246
- layers: this.is2DArray ? this.texture?.depth : undefined,
249
+ layers: this.is2DArray ? (_f = this.texture) === null || _f === void 0 ? void 0 : _f.depth : undefined,
247
250
  };
248
251
  rtw = this._engine.createRenderTargetTexture(size, options);
249
252
  }
@@ -288,8 +291,9 @@ export class RenderTargetWrapper {
288
291
  * Releases the internal render textures
289
292
  */
290
293
  releaseTextures() {
294
+ var _a, _b;
291
295
  if (this._textures) {
292
- for (let i = 0; i < this._textures?.length ?? 0; ++i) {
296
+ for (let i = 0; (_b = i < ((_a = this._textures) === null || _a === void 0 ? void 0 : _a.length)) !== null && _b !== void 0 ? _b : 0; ++i) {
293
297
  this._textures[i].dispose();
294
298
  }
295
299
  }
@@ -300,8 +304,9 @@ export class RenderTargetWrapper {
300
304
  * @param disposeOnlyFramebuffers true if only the frame buffers should be released (used for the WebGL engine). If false, all the textures will also be released
301
305
  */
302
306
  dispose(disposeOnlyFramebuffers = false) {
307
+ var _a;
303
308
  if (!disposeOnlyFramebuffers) {
304
- this._depthStencilTexture?.dispose();
309
+ (_a = this._depthStencilTexture) === null || _a === void 0 ? void 0 : _a.dispose();
305
310
  this._depthStencilTexture = null;
306
311
  this.releaseTextures();
307
312
  }
@@ -1 +1 @@
1
- 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type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Constants } from \"./constants\";\r\nimport type { ThinEngine } from \"./thinEngine\";\r\n\r\n/**\r\n * An interface enforcing the renderTarget accessor to used by render target textures.\r\n */\r\nexport interface IRenderTargetTexture {\r\n /**\r\n * Entry point to access the wrapper on a texture.\r\n */\r\n renderTarget: Nullable<RenderTargetWrapper>;\r\n}\r\n\r\n/**\r\n * Wrapper around a render target (either single or multi textures)\r\n */\r\nexport class RenderTargetWrapper {\r\n protected _engine: ThinEngine;\r\n private _size: TextureSize;\r\n private _isCube: boolean;\r\n private _isMulti: boolean;\r\n private _textures: Nullable<InternalTexture[]> = null;\r\n private _samples = 1;\r\n\r\n /** @internal */\r\n public _attachments: Nullable<number[]> = null;\r\n /** @internal */\r\n public _generateStencilBuffer: boolean = false;\r\n /** @internal */\r\n public _generateDepthBuffer: boolean = false;\r\n\r\n /** @internal */\r\n public _depthStencilTexture: Nullable<InternalTexture>;\r\n /** @internal */\r\n public _depthStencilTextureWithStencil: boolean = false;\r\n\r\n /**\r\n * Gets the depth/stencil texture (if created by a createDepthStencilTexture() call)\r\n */\r\n public get depthStencilTexture() {\r\n return this._depthStencilTexture;\r\n }\r\n\r\n /**\r\n * Indicates if the depth/stencil texture has a stencil aspect\r\n */\r\n public get depthStencilTextureWithStencil() {\r\n return this._depthStencilTextureWithStencil;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a cube texture or if false a 2d texture\r\n */\r\n public get isCube(): boolean {\r\n return this._isCube;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a single or multi target render wrapper\r\n */\r\n public get isMulti(): boolean {\r\n return this._isMulti;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a single or an array of textures\r\n */\r\n public get is2DArray(): boolean {\r\n return this.layers > 0;\r\n }\r\n\r\n /**\r\n * Gets the size of the render target wrapper (used for cubes, as width=height in this case)\r\n */\r\n public get size(): number {\r\n return this.width;\r\n }\r\n\r\n /**\r\n * Gets the width of the render target wrapper\r\n */\r\n public get width(): number {\r\n return (<{ width: number; height: number }>this._size).width || <number>this._size;\r\n }\r\n\r\n /**\r\n * Gets the height of the render target wrapper\r\n */\r\n public get height(): number {\r\n return (<{ width: number; height: number }>this._size).height || <number>this._size;\r\n }\r\n\r\n /**\r\n * Gets the number of layers of the render target wrapper (only used if is2DArray is true)\r\n */\r\n public get layers(): number {\r\n return (<{ width: number; height: number; layers?: number }>this._size).layers || 0;\r\n }\r\n\r\n /**\r\n * Gets the render texture. If this is a multi render target, gets the first texture\r\n */\r\n public get texture(): Nullable<InternalTexture> {\r\n return this._textures?.[0] ?? null;\r\n }\r\n\r\n /**\r\n * Gets the list of render textures. If we are not in a multi render target, the list will be null (use the texture getter instead)\r\n */\r\n public get textures(): Nullable<InternalTexture[]> {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Gets the sample count of the render target\r\n */\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * Sets the sample count of the render target\r\n * @param value sample count\r\n * @param initializeBuffers If set to true, the engine will make an initializing call to drawBuffers (only used when isMulti=true).\r\n * @param force true to force calling the update sample count engine function even if the current sample count is equal to value\r\n * @returns the sample count that has been set\r\n */\r\n public setSamples(value: number, initializeBuffers = true, force = false): number {\r\n if (this.samples === value && !force) {\r\n return value;\r\n }\r\n\r\n const result = this._isMulti\r\n ? this._engine.updateMultipleRenderTargetTextureSampleCount(this, value, initializeBuffers)\r\n : this._engine.updateRenderTargetTextureSampleCount(this, value);\r\n this._samples = value;\r\n return result;\r\n }\r\n\r\n /**\r\n * Initializes the render target wrapper\r\n * @param isMulti true if the wrapper is a multi render target\r\n * @param isCube true if the wrapper should render to a cube texture\r\n * @param size size of the render target (width/height/layers)\r\n * @param engine engine used to create the render target\r\n */\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine) {\r\n this._isMulti = isMulti;\r\n this._isCube = isCube;\r\n this._size = size;\r\n this._engine = engine;\r\n this._depthStencilTexture = null;\r\n }\r\n\r\n /**\r\n * Sets the render target texture(s)\r\n * @param textures texture(s) to set\r\n */\r\n public setTextures(textures: Nullable<InternalTexture> | Nullable<InternalTexture[]>): void {\r\n if (Array.isArray(textures)) {\r\n this._textures = textures;\r\n } else if (textures) {\r\n this._textures = [textures];\r\n } else {\r\n this._textures = null;\r\n }\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true): void {\r\n if (!this._textures) {\r\n this._textures = [];\r\n }\r\n if (this._textures[index] && disposePrevious) {\r\n this._textures[index].dispose();\r\n }\r\n\r\n this._textures[index] = texture;\r\n }\r\n\r\n /**\r\n * Creates the depth/stencil texture\r\n * @param comparisonFunction Comparison function to use for the texture\r\n * @param bilinearFiltering true if bilinear filtering should be used when sampling the texture\r\n * @param generateStencil true if the stencil aspect should also be created\r\n * @param samples sample count to use when creating the texture\r\n * @param format format of the depth texture\r\n * @returns the depth/stencil created texture\r\n */\r\n public createDepthStencilTexture(\r\n comparisonFunction: number = 0,\r\n bilinearFiltering: boolean = true,\r\n generateStencil: boolean = false,\r\n samples: number = 1,\r\n format: number = Constants.TEXTUREFORMAT_DEPTH32_FLOAT\r\n ): InternalTexture {\r\n this._depthStencilTexture?.dispose();\r\n\r\n this._depthStencilTextureWithStencil = generateStencil;\r\n this._depthStencilTexture = this._engine.createDepthStencilTexture(\r\n this._size,\r\n {\r\n bilinearFiltering,\r\n comparisonFunction,\r\n generateStencil,\r\n isCube: this._isCube,\r\n samples,\r\n depthTextureFormat: format,\r\n },\r\n this\r\n );\r\n\r\n return this._depthStencilTexture;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @internal\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: RenderTargetWrapper): void {\r\n if (this._depthStencilTexture) {\r\n if (renderTarget._depthStencilTexture) {\r\n renderTarget._depthStencilTexture.dispose();\r\n }\r\n\r\n renderTarget._depthStencilTexture = this._depthStencilTexture;\r\n this._depthStencilTexture.incrementReferences();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture): void {\r\n if (this.texture) {\r\n this.texture._swapAndDie(target);\r\n }\r\n this._textures = null;\r\n this.dispose(true);\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._isMulti) {\r\n const textureArray = this.textures;\r\n if (textureArray && textureArray.length > 0) {\r\n let generateDepthTexture = false;\r\n let textureCount = textureArray.length;\r\n\r\n const lastTextureSource = textureArray[textureArray.length - 1]._source;\r\n if (lastTextureSource === InternalTextureSource.Depth || lastTextureSource === InternalTextureSource.DepthStencil) {\r\n generateDepthTexture = true;\r\n textureCount--;\r\n }\r\n\r\n const samplingModes: number[] = [];\r\n const types: number[] = [];\r\n\r\n for (let i = 0; i < textureCount; ++i) {\r\n const texture = textureArray[i];\r\n\r\n samplingModes.push(texture.samplingMode);\r\n types.push(texture.type);\r\n }\r\n\r\n const optionsMRT = {\r\n samplingModes,\r\n generateMipMaps: textureArray[0].generateMipMaps,\r\n generateDepthBuffer: this._generateDepthBuffer,\r\n generateStencilBuffer: this._generateStencilBuffer,\r\n generateDepthTexture,\r\n types,\r\n textureCount,\r\n };\r\n const size = {\r\n width: this.width,\r\n height: this.height,\r\n };\r\n\r\n rtw = this._engine.createMultipleRenderTarget(size, optionsMRT);\r\n }\r\n } else {\r\n const options: RenderTargetCreationOptions = {};\r\n\r\n options.generateDepthBuffer = this._generateDepthBuffer;\r\n options.generateMipMaps = this.texture?.generateMipMaps ?? false;\r\n options.generateStencilBuffer = this._generateStencilBuffer;\r\n options.samplingMode = this.texture?.samplingMode;\r\n options.type = this.texture?.type;\r\n options.format = this.texture?.format;\r\n\r\n if (this.isCube) {\r\n rtw = this._engine.createRenderTargetCubeTexture(this.width, options);\r\n } else {\r\n const size = {\r\n width: this.width,\r\n height: this.height,\r\n layers: this.is2DArray ? this.texture?.depth : undefined,\r\n };\r\n\r\n rtw = this._engine.createRenderTargetTexture(size, options);\r\n }\r\n rtw.texture!.isReady = true;\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: RenderTargetWrapper): void {\r\n if (this._textures && target._textures) {\r\n for (let i = 0; i < this._textures.length; ++i) {\r\n this._textures[i]._swapAndDie(target._textures[i], false);\r\n target._textures[i].isReady = true;\r\n }\r\n }\r\n if (this._depthStencilTexture && target._depthStencilTexture) {\r\n this._depthStencilTexture._swapAndDie(target._depthStencilTexture);\r\n target._depthStencilTexture.isReady = true;\r\n }\r\n\r\n this._textures = null;\r\n this._depthStencilTexture = null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n const rtw = this._cloneRenderTargetWrapper();\r\n if (!rtw) {\r\n return;\r\n }\r\n\r\n if (this._depthStencilTexture) {\r\n const samplingMode = this._depthStencilTexture.samplingMode;\r\n const bilinear =\r\n samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\r\n samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\r\n samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST;\r\n rtw.createDepthStencilTexture(this._depthStencilTexture._comparisonFunction, bilinear, this._depthStencilTextureWithStencil, this._depthStencilTexture.samples);\r\n }\r\n\r\n if (this.samples > 1) {\r\n rtw.setSamples(this.samples);\r\n }\r\n\r\n rtw._swapRenderTargetWrapper(this);\r\n rtw.dispose();\r\n }\r\n\r\n /**\r\n * Releases the internal render textures\r\n */\r\n public releaseTextures(): void {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures?.length ?? 0; ++i) {\r\n this._textures[i].dispose();\r\n }\r\n }\r\n this._textures = null;\r\n }\r\n\r\n /**\r\n * Disposes the whole render target wrapper\r\n * @param disposeOnlyFramebuffers true if only the frame buffers should be released (used for the WebGL engine). If false, all the textures will also be released\r\n */\r\n public dispose(disposeOnlyFramebuffers = false): void {\r\n if (!disposeOnlyFramebuffers) {\r\n this._depthStencilTexture?.dispose();\r\n this._depthStencilTexture = null;\r\n this.releaseTextures();\r\n }\r\n\r\n this._engine._releaseRenderTargetWrapper(this);\r\n }\r\n}\r\n"]}
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type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Constants } from \"./constants\";\r\nimport type { ThinEngine } from \"./thinEngine\";\r\n\r\n/**\r\n * An interface enforcing the renderTarget accessor to used by render target textures.\r\n */\r\nexport interface IRenderTargetTexture {\r\n /**\r\n * Entry point to access the wrapper on a texture.\r\n */\r\n renderTarget: Nullable<RenderTargetWrapper>;\r\n}\r\n\r\n/**\r\n * Wrapper around a render target (either single or multi textures)\r\n */\r\nexport class RenderTargetWrapper {\r\n protected _engine: ThinEngine;\r\n private _size: TextureSize;\r\n private _isCube: boolean;\r\n private _isMulti: boolean;\r\n private _textures: Nullable<InternalTexture[]> = null;\r\n private _samples = 1;\r\n\r\n /** @internal */\r\n public _attachments: Nullable<number[]> = null;\r\n /** @internal */\r\n public _generateStencilBuffer: boolean = false;\r\n /** @internal */\r\n public _generateDepthBuffer: boolean = false;\r\n\r\n /** @internal */\r\n public _depthStencilTexture: Nullable<InternalTexture>;\r\n /** @internal */\r\n public _depthStencilTextureWithStencil: boolean = false;\r\n\r\n /**\r\n * Gets the depth/stencil texture (if created by a createDepthStencilTexture() call)\r\n */\r\n public get depthStencilTexture() {\r\n return this._depthStencilTexture;\r\n }\r\n\r\n /**\r\n * Indicates if the depth/stencil texture has a stencil aspect\r\n */\r\n public get depthStencilTextureWithStencil() {\r\n return this._depthStencilTextureWithStencil;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a cube texture or if false a 2d texture\r\n */\r\n public get isCube(): boolean {\r\n return this._isCube;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a single or multi target render wrapper\r\n */\r\n public get isMulti(): boolean {\r\n return this._isMulti;\r\n }\r\n\r\n /**\r\n * Defines if the render target wrapper is for a single or an array of textures\r\n */\r\n public get is2DArray(): boolean {\r\n return this.layers > 0;\r\n }\r\n\r\n /**\r\n * Gets the size of the render target wrapper (used for cubes, as width=height in this case)\r\n */\r\n public get size(): number {\r\n return this.width;\r\n }\r\n\r\n /**\r\n * Gets the width of the render target wrapper\r\n */\r\n public get width(): number {\r\n return (<{ width: number; height: number }>this._size).width || <number>this._size;\r\n }\r\n\r\n /**\r\n * Gets the height of the render target wrapper\r\n */\r\n public get height(): number {\r\n return (<{ width: number; height: number }>this._size).height || <number>this._size;\r\n }\r\n\r\n /**\r\n * Gets the number of layers of the render target wrapper (only used if is2DArray is true)\r\n */\r\n public get layers(): number {\r\n return (<{ width: number; height: number; layers?: number }>this._size).layers || 0;\r\n }\r\n\r\n /**\r\n * Gets the render texture. If this is a multi render target, gets the first texture\r\n */\r\n public get texture(): Nullable<InternalTexture> {\r\n return this._textures?.[0] ?? null;\r\n }\r\n\r\n /**\r\n * Gets the list of render textures. If we are not in a multi render target, the list will be null (use the texture getter instead)\r\n */\r\n public get textures(): Nullable<InternalTexture[]> {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Gets the sample count of the render target\r\n */\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * Sets the sample count of the render target\r\n * @param value sample count\r\n * @param initializeBuffers If set to true, the engine will make an initializing call to drawBuffers (only used when isMulti=true).\r\n * @param force true to force calling the update sample count engine function even if the current sample count is equal to value\r\n * @returns the sample count that has been set\r\n */\r\n public setSamples(value: number, initializeBuffers = true, force = false): number {\r\n if (this.samples === value && !force) {\r\n return value;\r\n }\r\n\r\n const result = this._isMulti\r\n ? this._engine.updateMultipleRenderTargetTextureSampleCount(this, value, initializeBuffers)\r\n : this._engine.updateRenderTargetTextureSampleCount(this, value);\r\n this._samples = value;\r\n return result;\r\n }\r\n\r\n /**\r\n * Initializes the render target wrapper\r\n * @param isMulti true if the wrapper is a multi render target\r\n * @param isCube true if the wrapper should render to a cube texture\r\n * @param size size of the render target (width/height/layers)\r\n * @param engine engine used to create the render target\r\n */\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine) {\r\n this._isMulti = isMulti;\r\n this._isCube = isCube;\r\n this._size = size;\r\n this._engine = engine;\r\n this._depthStencilTexture = null;\r\n }\r\n\r\n /**\r\n * Sets the render target texture(s)\r\n * @param textures texture(s) to set\r\n */\r\n public setTextures(textures: Nullable<InternalTexture> | Nullable<InternalTexture[]>): void {\r\n if (Array.isArray(textures)) {\r\n this._textures = textures;\r\n } else if (textures) {\r\n this._textures = [textures];\r\n } else {\r\n this._textures = null;\r\n }\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true): void {\r\n if (!this._textures) {\r\n this._textures = [];\r\n }\r\n if (this._textures[index] && disposePrevious) {\r\n this._textures[index].dispose();\r\n }\r\n\r\n this._textures[index] = texture;\r\n }\r\n\r\n /**\r\n * Creates the depth/stencil texture\r\n * @param comparisonFunction Comparison function to use for the texture\r\n * @param bilinearFiltering true if bilinear filtering should be used when sampling the texture\r\n * @param generateStencil true if the stencil aspect should also be created\r\n * @param samples sample count to use when creating the texture\r\n * @param format format of the depth texture\r\n * @returns the depth/stencil created texture\r\n */\r\n public createDepthStencilTexture(\r\n comparisonFunction: number = 0,\r\n bilinearFiltering: boolean = true,\r\n generateStencil: boolean = false,\r\n samples: number = 1,\r\n format: number = Constants.TEXTUREFORMAT_DEPTH32_FLOAT\r\n ): InternalTexture {\r\n this._depthStencilTexture?.dispose();\r\n\r\n this._depthStencilTextureWithStencil = generateStencil;\r\n this._depthStencilTexture = this._engine.createDepthStencilTexture(\r\n this._size,\r\n {\r\n bilinearFiltering,\r\n comparisonFunction,\r\n generateStencil,\r\n isCube: this._isCube,\r\n samples,\r\n depthTextureFormat: format,\r\n },\r\n this\r\n );\r\n\r\n return this._depthStencilTexture;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @internal\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: RenderTargetWrapper): void {\r\n if (this._depthStencilTexture) {\r\n if (renderTarget._depthStencilTexture) {\r\n renderTarget._depthStencilTexture.dispose();\r\n }\r\n\r\n renderTarget._depthStencilTexture = this._depthStencilTexture;\r\n this._depthStencilTexture.incrementReferences();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture): void {\r\n if (this.texture) {\r\n this.texture._swapAndDie(target);\r\n }\r\n this._textures = null;\r\n this.dispose(true);\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._isMulti) {\r\n const textureArray = this.textures;\r\n if (textureArray && textureArray.length > 0) {\r\n let generateDepthTexture = false;\r\n let textureCount = textureArray.length;\r\n\r\n const lastTextureSource = textureArray[textureArray.length - 1]._source;\r\n if (lastTextureSource === InternalTextureSource.Depth || lastTextureSource === InternalTextureSource.DepthStencil) {\r\n generateDepthTexture = true;\r\n textureCount--;\r\n }\r\n\r\n const samplingModes: number[] = [];\r\n const types: number[] = [];\r\n\r\n for (let i = 0; i < textureCount; ++i) {\r\n const texture = textureArray[i];\r\n\r\n samplingModes.push(texture.samplingMode);\r\n types.push(texture.type);\r\n }\r\n\r\n const optionsMRT = {\r\n samplingModes,\r\n generateMipMaps: textureArray[0].generateMipMaps,\r\n generateDepthBuffer: this._generateDepthBuffer,\r\n generateStencilBuffer: this._generateStencilBuffer,\r\n generateDepthTexture,\r\n types,\r\n textureCount,\r\n };\r\n const size = {\r\n width: this.width,\r\n height: this.height,\r\n };\r\n\r\n rtw = this._engine.createMultipleRenderTarget(size, optionsMRT);\r\n }\r\n } else {\r\n const options: RenderTargetCreationOptions = {};\r\n\r\n options.generateDepthBuffer = this._generateDepthBuffer;\r\n options.generateMipMaps = this.texture?.generateMipMaps ?? false;\r\n options.generateStencilBuffer = this._generateStencilBuffer;\r\n options.samplingMode = this.texture?.samplingMode;\r\n options.type = this.texture?.type;\r\n options.format = this.texture?.format;\r\n\r\n if (this.isCube) {\r\n rtw = this._engine.createRenderTargetCubeTexture(this.width, options);\r\n } else {\r\n const size = {\r\n width: this.width,\r\n height: this.height,\r\n layers: this.is2DArray ? this.texture?.depth : undefined,\r\n };\r\n\r\n rtw = this._engine.createRenderTargetTexture(size, options);\r\n }\r\n rtw.texture!.isReady = true;\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: RenderTargetWrapper): void {\r\n if (this._textures && target._textures) {\r\n for (let i = 0; i < this._textures.length; ++i) {\r\n this._textures[i]._swapAndDie(target._textures[i], false);\r\n target._textures[i].isReady = true;\r\n }\r\n }\r\n if (this._depthStencilTexture && target._depthStencilTexture) {\r\n this._depthStencilTexture._swapAndDie(target._depthStencilTexture);\r\n target._depthStencilTexture.isReady = true;\r\n }\r\n\r\n this._textures = null;\r\n this._depthStencilTexture = null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n const rtw = this._cloneRenderTargetWrapper();\r\n if (!rtw) {\r\n return;\r\n }\r\n\r\n if (this._depthStencilTexture) {\r\n const samplingMode = this._depthStencilTexture.samplingMode;\r\n const bilinear =\r\n samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\r\n samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\r\n samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST;\r\n rtw.createDepthStencilTexture(this._depthStencilTexture._comparisonFunction, bilinear, this._depthStencilTextureWithStencil, this._depthStencilTexture.samples);\r\n }\r\n\r\n if (this.samples > 1) {\r\n rtw.setSamples(this.samples);\r\n }\r\n\r\n rtw._swapRenderTargetWrapper(this);\r\n rtw.dispose();\r\n }\r\n\r\n /**\r\n * Releases the internal render textures\r\n */\r\n public releaseTextures(): void {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures?.length ?? 0; ++i) {\r\n this._textures[i].dispose();\r\n }\r\n }\r\n this._textures = null;\r\n }\r\n\r\n /**\r\n * Disposes the whole render target wrapper\r\n * @param disposeOnlyFramebuffers true if only the frame buffers should be released (used for the WebGL engine). If false, all the textures will also be released\r\n */\r\n public dispose(disposeOnlyFramebuffers = false): void {\r\n if (!disposeOnlyFramebuffers) {\r\n this._depthStencilTexture?.dispose();\r\n this._depthStencilTexture = null;\r\n this.releaseTextures();\r\n }\r\n\r\n this._engine._releaseRenderTargetWrapper(this);\r\n }\r\n}\r\n"]}
@@ -192,7 +192,7 @@ export class ThinEngine {
192
192
  options = options || {};
193
193
  this._creationOptions = options;
194
194
  // Save this off for use in resize().
195
- this.adaptToDeviceRatio = adaptToDeviceRatio ?? false;
195
+ this.adaptToDeviceRatio = adaptToDeviceRatio !== null && adaptToDeviceRatio !== void 0 ? adaptToDeviceRatio : false;
196
196
  this._stencilStateComposer.stencilGlobal = this._stencilState;
197
197
  PerformanceConfigurator.SetMatrixPrecision(!!options.useHighPrecisionMatrix);
198
198
  if (!canvasOrContext) {
@@ -401,13 +401,13 @@ export class ThinEngine {
401
401
  */
402
402
  // Not mixed with Version for tooling purpose.
403
403
  static get NpmPackage() {
404
- return "babylonjs@5.27.0";
404
+ return "babylonjs@5.27.1";
405
405
  }
406
406
  /**
407
407
  * Returns the current version of the framework
408
408
  */
409
409
  static get Version() {
410
- return "5.27.0";
410
+ return "5.27.1";
411
411
  }
412
412
  /**
413
413
  * Returns a string describing the current engine
@@ -642,6 +642,7 @@ export class ThinEngine {
642
642
  _restoreEngineAfterContextLost(initEngine) {
643
643
  // Adding a timeout to avoid race condition at browser level
644
644
  setTimeout(async () => {
645
+ var _a;
645
646
  this._dummyFramebuffer = null;
646
647
  const depthTest = this._depthCullingState.depthTest; // backup those values because the call to initEngine / wipeCaches will reset them
647
648
  const depthFunc = this._depthCullingState.depthFunc;
@@ -651,7 +652,7 @@ export class ThinEngine {
651
652
  await initEngine();
652
653
  // Rebuild effects
653
654
  this._rebuildEffects();
654
- this._rebuildComputeEffects?.();
655
+ (_a = this._rebuildComputeEffects) === null || _a === void 0 ? void 0 : _a.call(this);
655
656
  // Rebuild textures
656
657
  this._rebuildInternalTextures();
657
658
  // Rebuild textures
@@ -729,6 +730,7 @@ export class ThinEngine {
729
730
  }
730
731
  }
731
732
  _initGLContext() {
733
+ var _a;
732
734
  // Caps
733
735
  this._caps = {
734
736
  maxTexturesImageUnits: this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS),
@@ -819,7 +821,7 @@ export class ThinEngine {
819
821
  if (this._webGLVersion === 1) {
820
822
  this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
821
823
  }
822
- this._caps.canUseTimestampForTimerQuery = (this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) ?? 0) > 0;
824
+ this._caps.canUseTimestampForTimerQuery = ((_a = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT)) !== null && _a !== void 0 ? _a : 0) > 0;
823
825
  }
824
826
  this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension
825
827
  ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT)
@@ -1324,6 +1326,7 @@ export class ThinEngine {
1324
1326
  * @param layer defines the 2d array index to bind to frame buffer to
1325
1327
  */
1326
1328
  bindFramebuffer(texture, faceIndex = 0, requiredWidth, requiredHeight, forceFullscreenViewport, lodLevel = 0, layer = 0) {
1329
+ var _a, _b, _c, _d, _e;
1327
1330
  const webglRTWrapper = texture;
1328
1331
  if (this._currentRenderTarget) {
1329
1332
  this.unBindFramebuffer(this._currentRenderTarget);
@@ -1332,22 +1335,22 @@ export class ThinEngine {
1332
1335
  this._bindUnboundFramebuffer(webglRTWrapper._MSAAFramebuffer ? webglRTWrapper._MSAAFramebuffer : webglRTWrapper._framebuffer);
1333
1336
  const gl = this._gl;
1334
1337
  if (texture.is2DArray) {
1335
- gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture.texture._hardwareTexture?.underlyingResource, lodLevel, layer);
1338
+ gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, (_a = texture.texture._hardwareTexture) === null || _a === void 0 ? void 0 : _a.underlyingResource, lodLevel, layer);
1336
1339
  }
1337
1340
  else if (texture.isCube) {
1338
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture.texture._hardwareTexture?.underlyingResource, lodLevel);
1341
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, (_b = texture.texture._hardwareTexture) === null || _b === void 0 ? void 0 : _b.underlyingResource, lodLevel);
1339
1342
  }
1340
1343
  const depthStencilTexture = texture._depthStencilTexture;
1341
1344
  if (depthStencilTexture) {
1342
1345
  const attachment = texture._depthStencilTextureWithStencil ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
1343
1346
  if (texture.is2DArray) {
1344
- gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, depthStencilTexture._hardwareTexture?.underlyingResource, lodLevel, layer);
1347
+ gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, (_c = depthStencilTexture._hardwareTexture) === null || _c === void 0 ? void 0 : _c.underlyingResource, lodLevel, layer);
1345
1348
  }
1346
1349
  else if (texture.isCube) {
1347
- gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._hardwareTexture?.underlyingResource, lodLevel);
1350
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, (_d = depthStencilTexture._hardwareTexture) === null || _d === void 0 ? void 0 : _d.underlyingResource, lodLevel);
1348
1351
  }
1349
1352
  else {
1350
- gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, depthStencilTexture._hardwareTexture?.underlyingResource, lodLevel);
1353
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, (_e = depthStencilTexture._hardwareTexture) === null || _e === void 0 ? void 0 : _e.underlyingResource, lodLevel);
1351
1354
  }
1352
1355
  }
1353
1356
  if (this._cachedViewport && !forceFullscreenViewport) {
@@ -1381,12 +1384,13 @@ export class ThinEngine {
1381
1384
  * @param zOffsetUnits defines the value to apply to zOffsetUnits (0 by default)
1382
1385
  */
1383
1386
  setState(culling, zOffset = 0, force, reverseSide = false, cullBackFaces, stencil, zOffsetUnits = 0) {
1387
+ var _a, _b;
1384
1388
  // Culling
1385
1389
  if (this._depthCullingState.cull !== culling || force) {
1386
1390
  this._depthCullingState.cull = culling;
1387
1391
  }
1388
1392
  // Cull face
1389
- const cullFace = this.cullBackFaces ?? cullBackFaces ?? true ? this._gl.BACK : this._gl.FRONT;
1393
+ const cullFace = ((_b = (_a = this.cullBackFaces) !== null && _a !== void 0 ? _a : cullBackFaces) !== null && _b !== void 0 ? _b : true) ? this._gl.BACK : this._gl.FRONT;
1390
1394
  if (this._depthCullingState.cullFace !== cullFace || force) {
1391
1395
  this._depthCullingState.cullFace = cullFace;
1392
1396
  }
@@ -1473,6 +1477,7 @@ export class ThinEngine {
1473
1477
  * @param onBeforeUnbind defines a function which will be called before the effective unbind
1474
1478
  */
1475
1479
  unBindFramebuffer(texture, disableGenerateMipMaps = false, onBeforeUnbind) {
1480
+ var _a;
1476
1481
  const webglRTWrapper = texture;
1477
1482
  this._currentRenderTarget = null;
1478
1483
  // If MSAA, we need to bitblt back to main texture
@@ -1487,7 +1492,7 @@ export class ThinEngine {
1487
1492
  gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, webglRTWrapper._framebuffer);
1488
1493
  gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
1489
1494
  }
1490
- if (texture.texture?.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
1495
+ if (((_a = texture.texture) === null || _a === void 0 ? void 0 : _a.generateMipMaps) && !disableGenerateMipMaps && !texture.isCube) {
1491
1496
  this.generateMipmaps(texture.texture);
1492
1497
  }
1493
1498
  if (onBeforeUnbind) {
@@ -2160,10 +2165,11 @@ export class ThinEngine {
2160
2165
  * @returns the new Effect
2161
2166
  */
2162
2167
  createEffect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters, shaderLanguage = ShaderLanguage.GLSL) {
2168
+ var _a;
2163
2169
  const vertex = baseName.vertexElement || baseName.vertex || baseName.vertexToken || baseName.vertexSource || baseName;
2164
2170
  const fragment = baseName.fragmentElement || baseName.fragment || baseName.fragmentToken || baseName.fragmentSource || baseName;
2165
2171
  const globalDefines = this._getGlobalDefines();
2166
- let fullDefines = defines ?? attributesNamesOrOptions.defines ?? "";
2172
+ let fullDefines = (_a = defines !== null && defines !== void 0 ? defines : attributesNamesOrOptions.defines) !== null && _a !== void 0 ? _a : "";
2167
2173
  if (globalDefines) {
2168
2174
  fullDefines += globalDefines;
2169
2175
  }
@@ -3632,7 +3638,8 @@ export class ThinEngine {
3632
3638
  * @internal
3633
3639
  */
3634
3640
  _releaseTexture(texture) {
3635
- this._deleteTexture(texture._hardwareTexture?.underlyingResource);
3641
+ var _a;
3642
+ this._deleteTexture((_a = texture._hardwareTexture) === null || _a === void 0 ? void 0 : _a.underlyingResource);
3636
3643
  // Unbind channels
3637
3644
  this.unbindAllTextures();
3638
3645
  const index = this._internalTexturesCache.indexOf(texture);
@@ -3700,6 +3707,7 @@ export class ThinEngine {
3700
3707
  * @internal
3701
3708
  */
3702
3709
  _bindTextureDirectly(target, texture, forTextureDataUpdate = false, force = false) {
3710
+ var _a, _b;
3703
3711
  let wasPreviouslyBound = false;
3704
3712
  const isTextureForRendering = texture && texture._associatedChannel > -1;
3705
3713
  if (forTextureDataUpdate && isTextureForRendering) {
@@ -3714,7 +3722,7 @@ export class ThinEngine {
3714
3722
  throw "_bindTextureDirectly called with a multiview texture!";
3715
3723
  }
3716
3724
  else {
3717
- this._gl.bindTexture(target, texture?._hardwareTexture?.underlyingResource ?? null);
3725
+ this._gl.bindTexture(target, (_b = (_a = texture === null || texture === void 0 ? void 0 : texture._hardwareTexture) === null || _a === void 0 ? void 0 : _a.underlyingResource) !== null && _b !== void 0 ? _b : null);
3718
3726
  }
3719
3727
  this._boundTexturesCache[this._activeChannel] = texture;
3720
3728
  if (texture) {
@@ -3963,6 +3971,7 @@ export class ThinEngine {
3963
3971
  * Dispose and release all associated resources
3964
3972
  */
3965
3973
  dispose() {
3974
+ var _a;
3966
3975
  this.stopRenderLoop();
3967
3976
  // Clear observables
3968
3977
  if (this.onBeforeTextureInitObservable) {
@@ -3982,7 +3991,7 @@ export class ThinEngine {
3982
3991
  }
3983
3992
  // Release effects
3984
3993
  this.releaseEffects();
3985
- this.releaseComputeEffects?.();
3994
+ (_a = this.releaseComputeEffects) === null || _a === void 0 ? void 0 : _a.call(this);
3986
3995
  // Unbind
3987
3996
  this.unbindAllAttributes();
3988
3997
  this._boundUniforms = {};