@babylonjs/core 5.28.0 → 5.29.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (82) hide show
  1. package/Actions/actionManager.js +2 -0
  2. package/Actions/actionManager.js.map +1 -1
  3. package/Cameras/camera.js +4 -4
  4. package/Cameras/camera.js.map +1 -1
  5. package/Collisions/pickingInfo.d.ts +0 -2
  6. package/Collisions/pickingInfo.js +0 -2
  7. package/Collisions/pickingInfo.js.map +1 -1
  8. package/Culling/ray.js +5 -0
  9. package/Culling/ray.js.map +1 -1
  10. package/Engines/Extensions/engine.videoTexture.js +6 -3
  11. package/Engines/Extensions/engine.videoTexture.js.map +1 -1
  12. package/Engines/renderTargetWrapper.d.ts +2 -1
  13. package/Engines/renderTargetWrapper.js +1 -0
  14. package/Engines/renderTargetWrapper.js.map +1 -1
  15. package/Engines/thinEngine.js +2 -2
  16. package/Engines/thinEngine.js.map +1 -1
  17. package/Events/pointerEvents.d.ts +11 -6
  18. package/Events/pointerEvents.js +24 -6
  19. package/Events/pointerEvents.js.map +1 -1
  20. package/Inputs/scene.inputManager.d.ts +9 -1
  21. package/Inputs/scene.inputManager.js +76 -37
  22. package/Inputs/scene.inputManager.js.map +1 -1
  23. package/Layers/effectLayer.js +2 -6
  24. package/Layers/effectLayer.js.map +1 -1
  25. package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +1 -1
  26. package/Materials/PBR/pbrMetallicRoughnessMaterial.js +1 -1
  27. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  28. package/Materials/Textures/htmlElementTexture.d.ts +5 -0
  29. package/Materials/Textures/htmlElementTexture.js +4 -1
  30. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  31. package/Materials/Textures/renderTargetTexture.d.ts +1 -1
  32. package/Materials/Textures/renderTargetTexture.js +2 -2
  33. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  34. package/Materials/Textures/videoTexture.d.ts +6 -1
  35. package/Materials/Textures/videoTexture.js +7 -2
  36. package/Materials/Textures/videoTexture.js.map +1 -1
  37. package/Maths/math.vector.d.ts +390 -319
  38. package/Maths/math.vector.js +298 -153
  39. package/Maths/math.vector.js.map +1 -1
  40. package/Meshes/Builders/decalBuilder.d.ts +8 -0
  41. package/Meshes/Builders/decalBuilder.js +270 -51
  42. package/Meshes/Builders/decalBuilder.js.map +1 -1
  43. package/Meshes/mesh.js +40 -0
  44. package/Meshes/mesh.js.map +1 -1
  45. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +14 -8
  46. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +16 -6
  47. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  48. package/PostProcesses/blurPostProcess.d.ts +2 -1
  49. package/PostProcesses/blurPostProcess.js +3 -2
  50. package/PostProcesses/blurPostProcess.js.map +1 -1
  51. package/PostProcesses/circleOfConfusionPostProcess.js +2 -1
  52. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  53. package/PostProcesses/depthOfFieldBlurPostProcess.d.ts +2 -1
  54. package/PostProcesses/depthOfFieldBlurPostProcess.js +3 -5
  55. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  56. package/PostProcesses/depthOfFieldEffect.js +9 -4
  57. package/PostProcesses/depthOfFieldEffect.js.map +1 -1
  58. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  59. package/PostProcesses/volumetricLightScatteringPostProcess.js +2 -6
  60. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  61. package/Rendering/depthRenderer.js +2 -6
  62. package/Rendering/depthRenderer.js.map +1 -1
  63. package/Rendering/geometryBufferRenderer.js +2 -6
  64. package/Rendering/geometryBufferRenderer.js.map +1 -1
  65. package/Rendering/renderingGroup.d.ts +4 -0
  66. package/Rendering/renderingGroup.js +7 -1
  67. package/Rendering/renderingGroup.js.map +1 -1
  68. package/Rendering/renderingManager.d.ts +5 -0
  69. package/Rendering/renderingManager.js +15 -0
  70. package/Rendering/renderingManager.js.map +1 -1
  71. package/Shaders/circleOfConfusion.fragment.js +1 -1
  72. package/Shaders/circleOfConfusion.fragment.js.map +1 -1
  73. package/Shaders/depthOfFieldMerge.fragment.js +1 -1
  74. package/Shaders/depthOfFieldMerge.fragment.js.map +1 -1
  75. package/Shaders/kernelBlur.fragment.js +2 -2
  76. package/Shaders/kernelBlur.fragment.js.map +1 -1
  77. package/XR/webXRRenderTargetTextureProvider.js +1 -0
  78. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  79. package/package.json +1 -1
  80. package/scene.d.ts +5 -0
  81. package/scene.js +10 -6
  82. package/scene.js.map +1 -1
@@ -1 +1 @@
1
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{ serialize, serializeAsColor4, serializeAsCameraReference } from \"../Misc/decorators\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/glowMapGeneration.fragment\";\r\nimport \"../Shaders/glowMapGeneration.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { EffectFallbacks } from \"../Materials/effectFallbacks\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\n/**\r\n * Effect layer options. This helps customizing the behaviour\r\n * of the effect layer.\r\n */\r\nexport interface IEffectLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the objects (the smaller the faster).\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure effect stability across devices.\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default depends of the implementation.\r\n */\r\n alphaBlendingMode: number;\r\n\r\n /**\r\n * The camera attached to the layer.\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * The rendering group to draw the layer in.\r\n */\r\n renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * The effect layer Helps adding post process effect blended with the main pass.\r\n *\r\n * This can be for instance use to generate glow or highlight effects on the scene.\r\n *\r\n * The effect layer class can not be used directly and is intented to inherited from to be\r\n * customized per effects.\r\n */\r\nexport abstract class EffectLayer {\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _effectLayerOptions: IEffectLayerOptions;\r\n private _mergeDrawWrapper: DrawWrapper[];\r\n\r\n protected _scene: Scene;\r\n protected _engine: Engine;\r\n protected _maxSize: number = 0;\r\n protected _mainTextureDesiredSize: ISize = { width: 0, height: 0 };\r\n protected _mainTexture: RenderTargetTexture;\r\n protected _shouldRender = true;\r\n protected _postProcesses: PostProcess[] = [];\r\n protected _textures: BaseTexture[] = [];\r\n protected _emissiveTextureAndColor: { texture: Nullable<BaseTexture>; color: Color4 } = { texture: null, color: new Color4() };\r\n\r\n /**\r\n * The name of the layer\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * The clear color of the texture used to generate the glow map.\r\n */\r\n @serializeAsColor4()\r\n public neutralColor: Color4 = new Color4();\r\n\r\n /**\r\n * Specifies whether the highlight layer is enabled or not.\r\n */\r\n @serialize()\r\n public isEnabled: boolean = true;\r\n\r\n /**\r\n * Gets the camera attached to the layer.\r\n */\r\n @serializeAsCameraReference()\r\n public get camera(): Nullable<Camera> {\r\n return this._effectLayerOptions.camera;\r\n }\r\n\r\n /**\r\n * Gets the rendering group id the layer should render in.\r\n */\r\n @serialize()\r\n public get renderingGroupId(): number {\r\n return this._effectLayerOptions.renderingGroupId;\r\n }\r\n public set renderingGroupId(renderingGroupId: number) {\r\n this._effectLayerOptions.renderingGroupId = renderingGroupId;\r\n }\r\n\r\n /**\r\n * Specifies if the bounding boxes should be rendered normally or if they should undergo the effect of the layer\r\n */\r\n @serialize()\r\n public disableBoundingBoxesFromEffectLayer = false;\r\n\r\n /**\r\n * An event triggered when the effect layer has been disposed.\r\n */\r\n public onDisposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the effect layer is about rendering the main texture with the glowy parts.\r\n */\r\n public onBeforeRenderMainTextureObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the generated texture is being merged in the scene.\r\n */\r\n public onBeforeComposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the mesh is rendered into the effect render target.\r\n */\r\n public onBeforeRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered after the mesh has been rendered into the effect render target.\r\n */\r\n public onAfterRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered when the generated texture has been merged in the scene.\r\n */\r\n public onAfterComposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the effect layer changes its size.\r\n */\r\n public onSizeChangedObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * Gets the main texture where the effect is rendered\r\n */\r\n public get mainTexture() {\r\n return this._mainTexture;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"EffectLayerSceneComponent\");\r\n };\r\n\r\n private _materialForRendering: { [id: string]: [AbstractMesh, Material] } = {};\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes in the layer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the layer when rendering the mesh(es). If undefined is passed, the specific material created by the layer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._mainTexture.setMaterialForRendering(mesh, material);\r\n if (Array.isArray(mesh)) {\r\n for (let i = 0; i < mesh.length; ++i) {\r\n const currentMesh = mesh[i];\r\n if (!material) {\r\n delete this._materialForRendering[currentMesh.uniqueId];\r\n } else {\r\n this._materialForRendering[currentMesh.uniqueId] = [currentMesh, material];\r\n }\r\n }\r\n } else {\r\n if (!material) {\r\n delete this._materialForRendering[mesh.uniqueId];\r\n } else {\r\n this._materialForRendering[mesh.uniqueId] = [mesh, material];\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates a new effect Layer and references it in the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n */\r\n constructor(\r\n /** The Friendly of the effect in the scene */\r\n name: string,\r\n scene?: Scene\r\n ) {\r\n this.name = name;\r\n\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n EffectLayer._SceneComponentInitialization(this._scene);\r\n\r\n this._engine = this._scene.getEngine();\r\n this._maxSize = this._engine.getCaps().maxTextureSize;\r\n this._scene.effectLayers.push(this);\r\n\r\n this._mergeDrawWrapper = [];\r\n\r\n // Generate Buffers\r\n this._generateIndexBuffer();\r\n this._generateVertexBuffer();\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public abstract getEffectName(): string;\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;\r\n\r\n /**\r\n * Returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n * @returns true if the effect requires stencil during the main canvas render pass.\r\n */\r\n public abstract needStencil(): boolean;\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect containing the shader used to merge the effect on the main canvas\r\n */\r\n protected abstract _createMergeEffect(): Effect;\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the effect layer.\r\n */\r\n protected abstract _createTextureAndPostProcesses(): void;\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderNum Index of the _internalRender call (0 for the first time _internalRender is called, 1 for the second time, etc. _internalRender is called the number of times returned by _numInternalDraws())\r\n */\r\n protected abstract _internalRender(effect: Effect, renderIndex: number): void;\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n */\r\n protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n */\r\n public abstract _disposeMesh(mesh: Mesh): void;\r\n\r\n /**\r\n * Serializes this layer (Glow or Highlight for example)\r\n * @returns a serialized layer object\r\n */\r\n public abstract serialize?(): any;\r\n\r\n /**\r\n * Number of times _internalRender will be called. Some effect layers need to render the mesh several times, so they should override this method with the number of times the mesh should be rendered\r\n * @returns Number of times a mesh must be rendered in the layer\r\n */\r\n protected _numInternalDraws(): number {\r\n return 1;\r\n }\r\n\r\n /**\r\n * Initializes the effect layer with the required options.\r\n * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)\r\n */\r\n protected _init(options: Partial<IEffectLayerOptions>): void {\r\n // Adapt options\r\n this._effectLayerOptions = {\r\n mainTextureRatio: 0.5,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n ...options,\r\n };\r\n\r\n this._setMainTextureSize();\r\n this._createMainTexture();\r\n this._createTextureAndPostProcesses();\r\n }\r\n\r\n /**\r\n * Generates the index buffer of the full screen quad blending to the main canvas.\r\n */\r\n private _generateIndexBuffer(): void {\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Generates the vertex buffer of the full screen quad blending to the main canvas.\r\n */\r\n private _generateVertexBuffer(): void {\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n const vertexBuffer = new VertexBuffer(this._engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n }\r\n\r\n /**\r\n * Sets the main texture desired size which is the closest power of two\r\n * of the engine canvas size.\r\n */\r\n private _setMainTextureSize(): void {\r\n if (this._effectLayerOptions.mainTextureFixedSize) {\r\n this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;\r\n this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;\r\n } else {\r\n this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;\r\n this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;\r\n\r\n this._mainTextureDesiredSize.width = this._engine.needPOTTextures\r\n ? Engine.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize)\r\n : this._mainTextureDesiredSize.width;\r\n this._mainTextureDesiredSize.height = this._engine.needPOTTextures\r\n ? Engine.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize)\r\n : this._mainTextureDesiredSize.height;\r\n }\r\n\r\n this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);\r\n this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);\r\n }\r\n\r\n /**\r\n * Creates the main texture for the effect layer.\r\n */\r\n protected _createMainTexture(): void {\r\n this._mainTexture = new RenderTargetTexture(\r\n \"EffectLayerMainRTT\",\r\n {\r\n width: this._mainTextureDesiredSize.width,\r\n height: this._mainTextureDesiredSize.height,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n this._mainTexture.activeCamera = this._effectLayerOptions.camera;\r\n this._mainTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._mainTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._mainTexture.anisotropicFilteringLevel = 1;\r\n this._mainTexture.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._mainTexture.renderParticles = false;\r\n this._mainTexture.renderList = null;\r\n this._mainTexture.ignoreCameraViewport = true;\r\n\r\n for (const id in this._materialForRendering) {\r\n const [mesh, material] = this._materialForRendering[id];\r\n this._mainTexture.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n this._mainTexture.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number) => {\r\n if (!mesh.isReady(false)) {\r\n return false;\r\n }\r\n if (refreshRate === 0 && mesh.subMeshes) {\r\n // full check: check that the effects are ready\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances;\r\n\r\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\r\n\r\n if (!this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n this._mainTexture.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n this.onBeforeRenderMainTextureObservable.notifyObservers(this);\r\n\r\n let index: number;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n this._renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n this._renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n this._renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n this._renderSubMesh(transparentSubMeshes.data[index], true);\r\n }\r\n\r\n engine.setAlphaMode(previousAlphaMode);\r\n };\r\n\r\n this._mainTexture.onClearObservable.add((engine: Engine) => {\r\n engine.clear(this.neutralColor, true, true, true);\r\n });\r\n\r\n // Prevent package size in es6 (getBoundingBoxRenderer might not be present)\r\n if (this._scene.getBoundingBoxRenderer) {\r\n const boundingBoxRendererEnabled = this._scene.getBoundingBoxRenderer().enabled;\r\n\r\n this._mainTexture.onBeforeBindObservable.add(() => {\r\n this._scene.getBoundingBoxRenderer().enabled = !this.disableBoundingBoxesFromEffectLayer && boundingBoxRendererEnabled;\r\n });\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this._scene.getBoundingBoxRenderer().enabled = boundingBoxRendererEnabled;\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n // Nothing to add by default.\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @param emissiveTexture the associated emissive texture used to generate the glow\r\n * @returns true if ready otherwise, false\r\n */\r\n protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean {\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\r\n return material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\r\n }\r\n\r\n const defines: string[] = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n\r\n // Diffuse\r\n if (material) {\r\n const needAlphaTest = material.needAlphaTesting();\r\n\r\n const diffuseTexture = material.getAlphaTestTexture();\r\n const needAlphaBlendFromDiffuse =\r\n diffuseTexture && diffuseTexture.hasAlpha && ((material as any).useAlphaFromDiffuseTexture || (material as any)._useAlphaFromAlbedoTexture);\r\n\r\n if (diffuseTexture && (needAlphaTest || needAlphaBlendFromDiffuse)) {\r\n defines.push(\"#define DIFFUSE\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) && diffuseTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define DIFFUSEUV2\");\r\n uv2 = true;\r\n } else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define DIFFUSEUV1\");\r\n uv1 = true;\r\n }\r\n\r\n if (needAlphaTest) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(\"#define ALPHATESTVALUE 0.4\");\r\n }\r\n if (!diffuseTexture.gammaSpace) {\r\n defines.push(\"#define DIFFUSE_ISLINEAR\");\r\n }\r\n }\r\n\r\n const opacityTexture = (material as any).opacityTexture;\r\n if (opacityTexture) {\r\n defines.push(\"#define OPACITY\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) && opacityTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define OPACITYUV2\");\r\n uv2 = true;\r\n } else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define OPACITYUV1\");\r\n uv1 = true;\r\n }\r\n }\r\n }\r\n\r\n // Emissive\r\n if (emissiveTexture) {\r\n defines.push(\"#define EMISSIVE\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) && emissiveTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define EMISSIVEUV2\");\r\n uv2 = true;\r\n } else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define EMISSIVEUV1\");\r\n uv1 = true;\r\n }\r\n if (!emissiveTexture.gammaSpace) {\r\n defines.push(\"#define EMISSIVE_ISLINEAR\");\r\n }\r\n }\r\n\r\n // Vertex\r\n if (mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind) && mesh.hasVertexAlpha && material.transparencyMode !== Material.MATERIAL_OPAQUE) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n defines.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (uv1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (uv2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton && skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton ? skeleton.bones.length + 1 : 0));\r\n }\r\n\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n let morphInfluencers = 0;\r\n if (manager) {\r\n if (manager.numInfluencers > 0) {\r\n defines.push(\"#define MORPHTARGETS\");\r\n morphInfluencers = manager.numInfluencers;\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + morphInfluencers);\r\n if (manager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, morphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // ClipPlanes\r\n const scene = this._scene;\r\n if (scene.clipPlane) {\r\n defines.push(\"#define CLIPPLANE\");\r\n }\r\n if (scene.clipPlane2) {\r\n defines.push(\"#define CLIPPLANE2\");\r\n }\r\n if (scene.clipPlane3) {\r\n defines.push(\"#define CLIPPLANE3\");\r\n }\r\n if (scene.clipPlane4) {\r\n defines.push(\"#define CLIPPLANE4\");\r\n }\r\n if (scene.clipPlane5) {\r\n defines.push(\"#define CLIPPLANE5\");\r\n }\r\n if (scene.clipPlane6) {\r\n defines.push(\"#define CLIPPLANE6\");\r\n }\r\n\r\n this._addCustomEffectDefines(defines);\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines as string;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n this._engine.createEffect(\r\n \"glowMapGeneration\",\r\n attribs,\r\n [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"glowColor\",\r\n \"morphTargetInfluences\",\r\n \"boneTextureWidth\",\r\n \"diffuseMatrix\",\r\n \"emissiveMatrix\",\r\n \"opacityMatrix\",\r\n \"opacityIntensity\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n ],\r\n [\"diffuseSampler\", \"emissiveSampler\", \"opacitySampler\", \"boneSampler\", \"morphTargets\"],\r\n join,\r\n fallbacks,\r\n undefined,\r\n undefined,\r\n { maxSimultaneousMorphTargets: morphInfluencers }\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.\r\n */\r\n public render(): void {\r\n for (let i = 0; i < this._postProcesses.length; i++) {\r\n if (!this._postProcesses[i].isReady()) {\r\n return;\r\n }\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const numDraws = this._numInternalDraws();\r\n\r\n // Check\r\n let isReady = true;\r\n for (let i = 0; i < numDraws; ++i) {\r\n let currentEffect = this._mergeDrawWrapper[i];\r\n if (!currentEffect) {\r\n currentEffect = this._mergeDrawWrapper[i] = new DrawWrapper(this._engine);\r\n currentEffect.setEffect(this._createMergeEffect());\r\n }\r\n isReady = isReady && currentEffect.effect!.isReady();\r\n }\r\n\r\n if (!isReady) {\r\n return;\r\n }\r\n\r\n this.onBeforeComposeObservable.notifyObservers(this);\r\n\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n for (let i = 0; i < numDraws; ++i) {\r\n const currentEffect = this._mergeDrawWrapper[i];\r\n\r\n // Render\r\n engine.enableEffect(currentEffect);\r\n engine.setState(false);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect.effect!);\r\n\r\n // Go Blend.\r\n engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);\r\n\r\n // Blends the map on the main canvas.\r\n this._internalRender(currentEffect.effect!, i);\r\n }\r\n\r\n // Restore Alpha\r\n engine.setAlphaMode(previousAlphaMode);\r\n\r\n this.onAfterComposeObservable.notifyObservers(this);\r\n\r\n // Handle size changes.\r\n const size = this._mainTexture.getSize();\r\n this._setMainTextureSize();\r\n if (\r\n (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) &&\r\n this._mainTextureDesiredSize.width !== 0 &&\r\n this._mainTextureDesiredSize.height !== 0\r\n ) {\r\n // Recreate RTT and post processes on size change.\r\n this.onSizeChangedObservable.notifyObservers(this);\r\n this._disposeTextureAndPostProcesses();\r\n this._createMainTexture();\r\n this._createTextureAndPostProcesses();\r\n }\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the current effect.\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be used\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the layer contains information to display, otherwise false.\r\n * @returns true if the glow layer should be rendered\r\n */\r\n public shouldRender(): boolean {\r\n return this.isEnabled && this._shouldRender;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _shouldRenderMesh(mesh: AbstractMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return !material.needAlphaBlendingForMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderEmissiveTextureForMesh(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Renders the submesh passed in parameter to the generation map.\r\n * @param subMesh\r\n * @param enableAlphaMode\r\n */\r\n protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\r\n if (!this.shouldRender()) {\r\n return;\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n const ownerMesh = subMesh.getMesh();\r\n const replacementMesh = subMesh.getReplacementMesh();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n // Do not block in blend mode.\r\n if (!this._canRenderMesh(renderingMesh, material)) {\r\n return;\r\n }\r\n\r\n // Culling\r\n let sideOrientation = renderingMesh.overrideMaterialSideOrientation ?? material.sideOrientation;\r\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n\r\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\r\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, undefined, material.zOffsetUnits);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n // Early Exit per mesh\r\n if (!this._shouldRenderMesh(renderingMesh)) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances;\r\n\r\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\r\n\r\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\r\n\r\n if (this._useMeshMaterial(renderingMesh)) {\r\n renderingMesh.render(subMesh, hardwareInstancedRendering, replacementMesh || undefined);\r\n } else if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n const fillMode = scene.forcePointsCloud ? Material.PointFillMode : scene.forceWireframe ? Material.WireFrameFillMode : material.fillMode;\r\n renderingMesh._bind(subMesh, effect, fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n effect.setFloat4(\r\n \"glowColor\",\r\n this._emissiveTextureAndColor.color.r,\r\n this._emissiveTextureAndColor.color.g,\r\n this._emissiveTextureAndColor.color.b,\r\n this._emissiveTextureAndColor.color.a\r\n );\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n const needAlphaTest = material.needAlphaTesting();\r\n\r\n const diffuseTexture = material.getAlphaTestTexture();\r\n const needAlphaBlendFromDiffuse =\r\n diffuseTexture && diffuseTexture.hasAlpha && ((material as any).useAlphaFromDiffuseTexture || (material as any)._useAlphaFromAlbedoTexture);\r\n\r\n if (diffuseTexture && (needAlphaTest || needAlphaBlendFromDiffuse)) {\r\n effect.setTexture(\"diffuseSampler\", diffuseTexture);\r\n const textureMatrix = diffuseTexture.getTextureMatrix();\r\n\r\n if (textureMatrix) {\r\n effect.setMatrix(\"diffuseMatrix\", textureMatrix);\r\n }\r\n }\r\n\r\n const opacityTexture = (material as any).opacityTexture;\r\n if (opacityTexture) {\r\n effect.setTexture(\"opacitySampler\", opacityTexture);\r\n effect.setFloat(\"opacityIntensity\", opacityTexture.level);\r\n const textureMatrix = opacityTexture.getTextureMatrix();\r\n if (textureMatrix) {\r\n effect.setMatrix(\"opacityMatrix\", textureMatrix);\r\n }\r\n }\r\n\r\n // Glow emissive only\r\n if (this._emissiveTextureAndColor.texture) {\r\n effect.setTexture(\"emissiveSampler\", this._emissiveTextureAndColor.texture);\r\n effect.setMatrix(\"emissiveMatrix\", this._emissiveTextureAndColor.texture.getTextureMatrix());\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n const skeleton = renderingMesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(renderingMesh);\r\n if (!boneTexture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n effect.setMatrices(\"mBones\", skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Alpha mode\r\n if (enableAlphaMode) {\r\n engine.setAlphaMode(material.alphaMode);\r\n }\r\n\r\n // Clip planes\r\n MaterialHelper.BindClipPlane(effect, scene);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n } else {\r\n // Need to reset refresh rate of the main map\r\n this._mainTexture.resetRefreshCounter();\r\n }\r\n\r\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Rebuild the required buffers.\r\n * @internal Internal use only.\r\n */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._generateIndexBuffer();\r\n }\r\n\r\n /**\r\n * Dispose only the render target textures and post process.\r\n */\r\n private _disposeTextureAndPostProcesses(): void {\r\n this._mainTexture.dispose();\r\n\r\n for (let i = 0; i < this._postProcesses.length; i++) {\r\n if (this._postProcesses[i]) {\r\n this._postProcesses[i].dispose();\r\n }\r\n }\r\n this._postProcesses = [];\r\n\r\n for (let i = 0; i < this._textures.length; i++) {\r\n if (this._textures[i]) {\r\n this._textures[i].dispose();\r\n }\r\n }\r\n this._textures = [];\r\n }\r\n\r\n /**\r\n * Dispose the highlight layer and free resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n for (const drawWrapper of this._mergeDrawWrapper) {\r\n drawWrapper.dispose();\r\n }\r\n this._mergeDrawWrapper = [];\r\n\r\n // Clean textures and post processes\r\n this._disposeTextureAndPostProcesses();\r\n\r\n // Remove from scene\r\n const index = this._scene.effectLayers.indexOf(this, 0);\r\n if (index > -1) {\r\n this._scene.effectLayers.splice(index, 1);\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onBeforeRenderMainTextureObservable.clear();\r\n this.onBeforeComposeObservable.clear();\r\n this.onBeforeRenderMeshToEffect.clear();\r\n this.onAfterRenderMeshToEffect.clear();\r\n this.onAfterComposeObservable.clear();\r\n this.onSizeChangedObservable.clear();\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"EffectLayer\";\r\n }\r\n\r\n /**\r\n * Creates an effect layer from parsed effect layer data\r\n * @param parsedEffectLayer defines effect layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the effect layer information\r\n * @returns a parsed effect Layer\r\n */\r\n public static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer {\r\n const effectLayerType = Tools.Instantiate(parsedEffectLayer.customType);\r\n\r\n return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);\r\n }\r\n}\r\n"]}
1
+ 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{ serialize, serializeAsColor4, serializeAsCameraReference } from \"../Misc/decorators\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/glowMapGeneration.fragment\";\r\nimport \"../Shaders/glowMapGeneration.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { EffectFallbacks } from \"../Materials/effectFallbacks\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\n/**\r\n * Effect layer options. This helps customizing the behaviour\r\n * of the effect layer.\r\n */\r\nexport interface IEffectLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the objects (the smaller the faster).\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure effect stability across devices.\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default depends of the implementation.\r\n */\r\n alphaBlendingMode: number;\r\n\r\n /**\r\n * The camera attached to the layer.\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * The rendering group to draw the layer in.\r\n */\r\n renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * The effect layer Helps adding post process effect blended with the main pass.\r\n *\r\n * This can be for instance use to generate glow or highlight effects on the scene.\r\n *\r\n * The effect layer class can not be used directly and is intented to inherited from to be\r\n * customized per effects.\r\n */\r\nexport abstract class EffectLayer {\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _effectLayerOptions: IEffectLayerOptions;\r\n private _mergeDrawWrapper: DrawWrapper[];\r\n\r\n protected _scene: Scene;\r\n protected _engine: Engine;\r\n protected _maxSize: number = 0;\r\n protected _mainTextureDesiredSize: ISize = { width: 0, height: 0 };\r\n protected _mainTexture: RenderTargetTexture;\r\n protected _shouldRender = true;\r\n protected _postProcesses: PostProcess[] = [];\r\n protected _textures: BaseTexture[] = [];\r\n protected _emissiveTextureAndColor: { texture: Nullable<BaseTexture>; color: Color4 } = { texture: null, color: new Color4() };\r\n\r\n /**\r\n * The name of the layer\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * The clear color of the texture used to generate the glow map.\r\n */\r\n @serializeAsColor4()\r\n public neutralColor: Color4 = new Color4();\r\n\r\n /**\r\n * Specifies whether the highlight layer is enabled or not.\r\n */\r\n @serialize()\r\n public isEnabled: boolean = true;\r\n\r\n /**\r\n * Gets the camera attached to the layer.\r\n */\r\n @serializeAsCameraReference()\r\n public get camera(): Nullable<Camera> {\r\n return this._effectLayerOptions.camera;\r\n }\r\n\r\n /**\r\n * Gets the rendering group id the layer should render in.\r\n */\r\n @serialize()\r\n public get renderingGroupId(): number {\r\n return this._effectLayerOptions.renderingGroupId;\r\n }\r\n public set renderingGroupId(renderingGroupId: number) {\r\n this._effectLayerOptions.renderingGroupId = renderingGroupId;\r\n }\r\n\r\n /**\r\n * Specifies if the bounding boxes should be rendered normally or if they should undergo the effect of the layer\r\n */\r\n @serialize()\r\n public disableBoundingBoxesFromEffectLayer = false;\r\n\r\n /**\r\n * An event triggered when the effect layer has been disposed.\r\n */\r\n public onDisposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the effect layer is about rendering the main texture with the glowy parts.\r\n */\r\n public onBeforeRenderMainTextureObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the generated texture is being merged in the scene.\r\n */\r\n public onBeforeComposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the mesh is rendered into the effect render target.\r\n */\r\n public onBeforeRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered after the mesh has been rendered into the effect render target.\r\n */\r\n public onAfterRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered when the generated texture has been merged in the scene.\r\n */\r\n public onAfterComposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the effect layer changes its size.\r\n */\r\n public onSizeChangedObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * Gets the main texture where the effect is rendered\r\n */\r\n public get mainTexture() {\r\n return this._mainTexture;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"EffectLayerSceneComponent\");\r\n };\r\n\r\n private _materialForRendering: { [id: string]: [AbstractMesh, Material] } = {};\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes in the layer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the layer when rendering the mesh(es). If undefined is passed, the specific material created by the layer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._mainTexture.setMaterialForRendering(mesh, material);\r\n if (Array.isArray(mesh)) {\r\n for (let i = 0; i < mesh.length; ++i) {\r\n const currentMesh = mesh[i];\r\n if (!material) {\r\n delete this._materialForRendering[currentMesh.uniqueId];\r\n } else {\r\n this._materialForRendering[currentMesh.uniqueId] = [currentMesh, material];\r\n }\r\n }\r\n } else {\r\n if (!material) {\r\n delete this._materialForRendering[mesh.uniqueId];\r\n } else {\r\n this._materialForRendering[mesh.uniqueId] = [mesh, material];\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates a new effect Layer and references it in the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n */\r\n constructor(\r\n /** The Friendly of the effect in the scene */\r\n name: string,\r\n scene?: Scene\r\n ) {\r\n this.name = name;\r\n\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n EffectLayer._SceneComponentInitialization(this._scene);\r\n\r\n this._engine = this._scene.getEngine();\r\n this._maxSize = this._engine.getCaps().maxTextureSize;\r\n this._scene.effectLayers.push(this);\r\n\r\n this._mergeDrawWrapper = [];\r\n\r\n // Generate Buffers\r\n this._generateIndexBuffer();\r\n this._generateVertexBuffer();\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @returns The effect name\r\n */\r\n public abstract getEffectName(): string;\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @returns true if ready otherwise, false\r\n */\r\n public abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;\r\n\r\n /**\r\n * Returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n * @returns true if the effect requires stencil during the main canvas render pass.\r\n */\r\n public abstract needStencil(): boolean;\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect containing the shader used to merge the effect on the main canvas\r\n */\r\n protected abstract _createMergeEffect(): Effect;\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the effect layer.\r\n */\r\n protected abstract _createTextureAndPostProcesses(): void;\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n * @param renderNum Index of the _internalRender call (0 for the first time _internalRender is called, 1 for the second time, etc. _internalRender is called the number of times returned by _numInternalDraws())\r\n */\r\n protected abstract _internalRender(effect: Effect, renderIndex: number): void;\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n */\r\n protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n */\r\n public abstract _disposeMesh(mesh: Mesh): void;\r\n\r\n /**\r\n * Serializes this layer (Glow or Highlight for example)\r\n * @returns a serialized layer object\r\n */\r\n public abstract serialize?(): any;\r\n\r\n /**\r\n * Number of times _internalRender will be called. Some effect layers need to render the mesh several times, so they should override this method with the number of times the mesh should be rendered\r\n * @returns Number of times a mesh must be rendered in the layer\r\n */\r\n protected _numInternalDraws(): number {\r\n return 1;\r\n }\r\n\r\n /**\r\n * Initializes the effect layer with the required options.\r\n * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)\r\n */\r\n protected _init(options: Partial<IEffectLayerOptions>): void {\r\n // Adapt options\r\n this._effectLayerOptions = {\r\n mainTextureRatio: 0.5,\r\n alphaBlendingMode: Constants.ALPHA_COMBINE,\r\n camera: null,\r\n renderingGroupId: -1,\r\n ...options,\r\n };\r\n\r\n this._setMainTextureSize();\r\n this._createMainTexture();\r\n this._createTextureAndPostProcesses();\r\n }\r\n\r\n /**\r\n * Generates the index buffer of the full screen quad blending to the main canvas.\r\n */\r\n private _generateIndexBuffer(): void {\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Generates the vertex buffer of the full screen quad blending to the main canvas.\r\n */\r\n private _generateVertexBuffer(): void {\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n const vertexBuffer = new VertexBuffer(this._engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n }\r\n\r\n /**\r\n * Sets the main texture desired size which is the closest power of two\r\n * of the engine canvas size.\r\n */\r\n private _setMainTextureSize(): void {\r\n if (this._effectLayerOptions.mainTextureFixedSize) {\r\n this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;\r\n this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;\r\n } else {\r\n this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;\r\n this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;\r\n\r\n this._mainTextureDesiredSize.width = this._engine.needPOTTextures\r\n ? Engine.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize)\r\n : this._mainTextureDesiredSize.width;\r\n this._mainTextureDesiredSize.height = this._engine.needPOTTextures\r\n ? Engine.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize)\r\n : this._mainTextureDesiredSize.height;\r\n }\r\n\r\n this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);\r\n this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);\r\n }\r\n\r\n /**\r\n * Creates the main texture for the effect layer.\r\n */\r\n protected _createMainTexture(): void {\r\n this._mainTexture = new RenderTargetTexture(\r\n \"EffectLayerMainRTT\",\r\n {\r\n width: this._mainTextureDesiredSize.width,\r\n height: this._mainTextureDesiredSize.height,\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n this._mainTexture.activeCamera = this._effectLayerOptions.camera;\r\n this._mainTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._mainTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._mainTexture.anisotropicFilteringLevel = 1;\r\n this._mainTexture.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._mainTexture.renderParticles = false;\r\n this._mainTexture.renderList = null;\r\n this._mainTexture.ignoreCameraViewport = true;\r\n\r\n for (const id in this._materialForRendering) {\r\n const [mesh, material] = this._materialForRendering[id];\r\n this._mainTexture.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n this._mainTexture.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances;\r\n\r\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\r\n\r\n if (!this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n this._mainTexture.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n this.onBeforeRenderMainTextureObservable.notifyObservers(this);\r\n\r\n let index: number;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n this._renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n this._renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n this._renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n this._renderSubMesh(transparentSubMeshes.data[index], true);\r\n }\r\n\r\n engine.setAlphaMode(previousAlphaMode);\r\n };\r\n\r\n this._mainTexture.onClearObservable.add((engine: Engine) => {\r\n engine.clear(this.neutralColor, true, true, true);\r\n });\r\n\r\n // Prevent package size in es6 (getBoundingBoxRenderer might not be present)\r\n if (this._scene.getBoundingBoxRenderer) {\r\n const boundingBoxRendererEnabled = this._scene.getBoundingBoxRenderer().enabled;\r\n\r\n this._mainTexture.onBeforeBindObservable.add(() => {\r\n this._scene.getBoundingBoxRenderer().enabled = !this.disableBoundingBoxesFromEffectLayer && boundingBoxRendererEnabled;\r\n });\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this._scene.getBoundingBoxRenderer().enabled = boundingBoxRendererEnabled;\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n // Nothing to add by default.\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @param emissiveTexture the associated emissive texture used to generate the glow\r\n * @returns true if ready otherwise, false\r\n */\r\n protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean {\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\r\n return material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\r\n }\r\n\r\n const defines: string[] = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n\r\n // Diffuse\r\n if (material) {\r\n const needAlphaTest = material.needAlphaTesting();\r\n\r\n const diffuseTexture = material.getAlphaTestTexture();\r\n const needAlphaBlendFromDiffuse =\r\n diffuseTexture && diffuseTexture.hasAlpha && ((material as any).useAlphaFromDiffuseTexture || (material as any)._useAlphaFromAlbedoTexture);\r\n\r\n if (diffuseTexture && (needAlphaTest || needAlphaBlendFromDiffuse)) {\r\n defines.push(\"#define DIFFUSE\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) && diffuseTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define DIFFUSEUV2\");\r\n uv2 = true;\r\n } else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define DIFFUSEUV1\");\r\n uv1 = true;\r\n }\r\n\r\n if (needAlphaTest) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(\"#define ALPHATESTVALUE 0.4\");\r\n }\r\n if (!diffuseTexture.gammaSpace) {\r\n defines.push(\"#define DIFFUSE_ISLINEAR\");\r\n }\r\n }\r\n\r\n const opacityTexture = (material as any).opacityTexture;\r\n if (opacityTexture) {\r\n defines.push(\"#define OPACITY\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) && opacityTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define OPACITYUV2\");\r\n uv2 = true;\r\n } else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define OPACITYUV1\");\r\n uv1 = true;\r\n }\r\n }\r\n }\r\n\r\n // Emissive\r\n if (emissiveTexture) {\r\n defines.push(\"#define EMISSIVE\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) && emissiveTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define EMISSIVEUV2\");\r\n uv2 = true;\r\n } else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define EMISSIVEUV1\");\r\n uv1 = true;\r\n }\r\n if (!emissiveTexture.gammaSpace) {\r\n defines.push(\"#define EMISSIVE_ISLINEAR\");\r\n }\r\n }\r\n\r\n // Vertex\r\n if (mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind) && mesh.hasVertexAlpha && material.transparencyMode !== Material.MATERIAL_OPAQUE) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n defines.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (uv1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (uv2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton && skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton ? skeleton.bones.length + 1 : 0));\r\n }\r\n\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n let morphInfluencers = 0;\r\n if (manager) {\r\n if (manager.numInfluencers > 0) {\r\n defines.push(\"#define MORPHTARGETS\");\r\n morphInfluencers = manager.numInfluencers;\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + morphInfluencers);\r\n if (manager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, morphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // ClipPlanes\r\n const scene = this._scene;\r\n if (scene.clipPlane) {\r\n defines.push(\"#define CLIPPLANE\");\r\n }\r\n if (scene.clipPlane2) {\r\n defines.push(\"#define CLIPPLANE2\");\r\n }\r\n if (scene.clipPlane3) {\r\n defines.push(\"#define CLIPPLANE3\");\r\n }\r\n if (scene.clipPlane4) {\r\n defines.push(\"#define CLIPPLANE4\");\r\n }\r\n if (scene.clipPlane5) {\r\n defines.push(\"#define CLIPPLANE5\");\r\n }\r\n if (scene.clipPlane6) {\r\n defines.push(\"#define CLIPPLANE6\");\r\n }\r\n\r\n this._addCustomEffectDefines(defines);\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines as string;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n this._engine.createEffect(\r\n \"glowMapGeneration\",\r\n attribs,\r\n [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"glowColor\",\r\n \"morphTargetInfluences\",\r\n \"boneTextureWidth\",\r\n \"diffuseMatrix\",\r\n \"emissiveMatrix\",\r\n \"opacityMatrix\",\r\n \"opacityIntensity\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n ],\r\n [\"diffuseSampler\", \"emissiveSampler\", \"opacitySampler\", \"boneSampler\", \"morphTargets\"],\r\n join,\r\n fallbacks,\r\n undefined,\r\n undefined,\r\n { maxSimultaneousMorphTargets: morphInfluencers }\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.\r\n */\r\n public render(): void {\r\n for (let i = 0; i < this._postProcesses.length; i++) {\r\n if (!this._postProcesses[i].isReady()) {\r\n return;\r\n }\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const numDraws = this._numInternalDraws();\r\n\r\n // Check\r\n let isReady = true;\r\n for (let i = 0; i < numDraws; ++i) {\r\n let currentEffect = this._mergeDrawWrapper[i];\r\n if (!currentEffect) {\r\n currentEffect = this._mergeDrawWrapper[i] = new DrawWrapper(this._engine);\r\n currentEffect.setEffect(this._createMergeEffect());\r\n }\r\n isReady = isReady && currentEffect.effect!.isReady();\r\n }\r\n\r\n if (!isReady) {\r\n return;\r\n }\r\n\r\n this.onBeforeComposeObservable.notifyObservers(this);\r\n\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n for (let i = 0; i < numDraws; ++i) {\r\n const currentEffect = this._mergeDrawWrapper[i];\r\n\r\n // Render\r\n engine.enableEffect(currentEffect);\r\n engine.setState(false);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect.effect!);\r\n\r\n // Go Blend.\r\n engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);\r\n\r\n // Blends the map on the main canvas.\r\n this._internalRender(currentEffect.effect!, i);\r\n }\r\n\r\n // Restore Alpha\r\n engine.setAlphaMode(previousAlphaMode);\r\n\r\n this.onAfterComposeObservable.notifyObservers(this);\r\n\r\n // Handle size changes.\r\n const size = this._mainTexture.getSize();\r\n this._setMainTextureSize();\r\n if (\r\n (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) &&\r\n this._mainTextureDesiredSize.width !== 0 &&\r\n this._mainTextureDesiredSize.height !== 0\r\n ) {\r\n // Recreate RTT and post processes on size change.\r\n this.onSizeChangedObservable.notifyObservers(this);\r\n this._disposeTextureAndPostProcesses();\r\n this._createMainTexture();\r\n this._createTextureAndPostProcesses();\r\n }\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the current effect.\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be used\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the layer contains information to display, otherwise false.\r\n * @returns true if the glow layer should be rendered\r\n */\r\n public shouldRender(): boolean {\r\n return this.isEnabled && this._shouldRender;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _shouldRenderMesh(mesh: AbstractMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return !material.needAlphaBlendingForMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderEmissiveTextureForMesh(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Renders the submesh passed in parameter to the generation map.\r\n * @param subMesh\r\n * @param enableAlphaMode\r\n */\r\n protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\r\n if (!this.shouldRender()) {\r\n return;\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n const ownerMesh = subMesh.getMesh();\r\n const replacementMesh = subMesh.getReplacementMesh();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n // Do not block in blend mode.\r\n if (!this._canRenderMesh(renderingMesh, material)) {\r\n return;\r\n }\r\n\r\n // Culling\r\n let sideOrientation = renderingMesh.overrideMaterialSideOrientation ?? material.sideOrientation;\r\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n\r\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\r\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, undefined, material.zOffsetUnits);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n // Early Exit per mesh\r\n if (!this._shouldRenderMesh(renderingMesh)) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances;\r\n\r\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\r\n\r\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\r\n\r\n if (this._useMeshMaterial(renderingMesh)) {\r\n renderingMesh.render(subMesh, hardwareInstancedRendering, replacementMesh || undefined);\r\n } else if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n const fillMode = scene.forcePointsCloud ? Material.PointFillMode : scene.forceWireframe ? Material.WireFrameFillMode : material.fillMode;\r\n renderingMesh._bind(subMesh, effect, fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n effect.setFloat4(\r\n \"glowColor\",\r\n this._emissiveTextureAndColor.color.r,\r\n this._emissiveTextureAndColor.color.g,\r\n this._emissiveTextureAndColor.color.b,\r\n this._emissiveTextureAndColor.color.a\r\n );\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n const needAlphaTest = material.needAlphaTesting();\r\n\r\n const diffuseTexture = material.getAlphaTestTexture();\r\n const needAlphaBlendFromDiffuse =\r\n diffuseTexture && diffuseTexture.hasAlpha && ((material as any).useAlphaFromDiffuseTexture || (material as any)._useAlphaFromAlbedoTexture);\r\n\r\n if (diffuseTexture && (needAlphaTest || needAlphaBlendFromDiffuse)) {\r\n effect.setTexture(\"diffuseSampler\", diffuseTexture);\r\n const textureMatrix = diffuseTexture.getTextureMatrix();\r\n\r\n if (textureMatrix) {\r\n effect.setMatrix(\"diffuseMatrix\", textureMatrix);\r\n }\r\n }\r\n\r\n const opacityTexture = (material as any).opacityTexture;\r\n if (opacityTexture) {\r\n effect.setTexture(\"opacitySampler\", opacityTexture);\r\n effect.setFloat(\"opacityIntensity\", opacityTexture.level);\r\n const textureMatrix = opacityTexture.getTextureMatrix();\r\n if (textureMatrix) {\r\n effect.setMatrix(\"opacityMatrix\", textureMatrix);\r\n }\r\n }\r\n\r\n // Glow emissive only\r\n if (this._emissiveTextureAndColor.texture) {\r\n effect.setTexture(\"emissiveSampler\", this._emissiveTextureAndColor.texture);\r\n effect.setMatrix(\"emissiveMatrix\", this._emissiveTextureAndColor.texture.getTextureMatrix());\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n const skeleton = renderingMesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(renderingMesh);\r\n if (!boneTexture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n effect.setMatrices(\"mBones\", skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Alpha mode\r\n if (enableAlphaMode) {\r\n engine.setAlphaMode(material.alphaMode);\r\n }\r\n\r\n // Clip planes\r\n MaterialHelper.BindClipPlane(effect, scene);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n } else {\r\n // Need to reset refresh rate of the main map\r\n this._mainTexture.resetRefreshCounter();\r\n }\r\n\r\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Rebuild the required buffers.\r\n * @internal Internal use only.\r\n */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._generateIndexBuffer();\r\n }\r\n\r\n /**\r\n * Dispose only the render target textures and post process.\r\n */\r\n private _disposeTextureAndPostProcesses(): void {\r\n this._mainTexture.dispose();\r\n\r\n for (let i = 0; i < this._postProcesses.length; i++) {\r\n if (this._postProcesses[i]) {\r\n this._postProcesses[i].dispose();\r\n }\r\n }\r\n this._postProcesses = [];\r\n\r\n for (let i = 0; i < this._textures.length; i++) {\r\n if (this._textures[i]) {\r\n this._textures[i].dispose();\r\n }\r\n }\r\n this._textures = [];\r\n }\r\n\r\n /**\r\n * Dispose the highlight layer and free resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n for (const drawWrapper of this._mergeDrawWrapper) {\r\n drawWrapper.dispose();\r\n }\r\n this._mergeDrawWrapper = [];\r\n\r\n // Clean textures and post processes\r\n this._disposeTextureAndPostProcesses();\r\n\r\n // Remove from scene\r\n const index = this._scene.effectLayers.indexOf(this, 0);\r\n if (index > -1) {\r\n this._scene.effectLayers.splice(index, 1);\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onBeforeRenderMainTextureObservable.clear();\r\n this.onBeforeComposeObservable.clear();\r\n this.onBeforeRenderMeshToEffect.clear();\r\n this.onAfterRenderMeshToEffect.clear();\r\n this.onAfterComposeObservable.clear();\r\n this.onSizeChangedObservable.clear();\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"EffectLayer\";\r\n }\r\n\r\n /**\r\n * Creates an effect layer from parsed effect layer data\r\n * @param parsedEffectLayer defines effect layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the effect layer information\r\n * @returns a parsed effect Layer\r\n */\r\n public static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer {\r\n const effectLayerType = Tools.Instantiate(parsedEffectLayer.customType);\r\n\r\n return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);\r\n }\r\n}\r\n"]}
@@ -7,7 +7,7 @@ import type { Nullable } from "../../types";
7
7
  * The PBR material of BJS following the metal roughness convention.
8
8
  *
9
9
  * This fits to the PBR convention in the GLTF definition:
10
- * https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness
10
+ * https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Archived/KHR_materials_pbrSpecularGlossiness/README.md
11
11
  */
12
12
  export declare class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
13
13
  /**
@@ -6,7 +6,7 @@ import { RegisterClass } from "../../Misc/typeStore.js";
6
6
  * The PBR material of BJS following the metal roughness convention.
7
7
  *
8
8
  * This fits to the PBR convention in the GLTF definition:
9
- * https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness
9
+ * https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Archived/KHR_materials_pbrSpecularGlossiness/README.md
10
10
  */
11
11
  export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
12
12
  /**
@@ -1 +1 @@
1
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For a non-metal the base color represents the reflected diffuse color\r\n * of the material.\r\n */\r\n @serializeAsColor3()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_albedoColor\")\r\n public baseColor: Color3;\r\n\r\n /**\r\n * Base texture of the metallic workflow. It contains both the baseColor information in RGB as\r\n * well as opacity information in the alpha channel.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_albedoTexture\")\r\n public baseTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Specifies the metallic scalar value of the material.\r\n * Can also be used to scale the metalness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallic: number;\r\n\r\n /**\r\n * Specifies the roughness scalar value of the material.\r\n * Can also be used to scale the roughness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public roughness: number;\r\n\r\n /**\r\n * Texture containing both the metallic value in the B channel and the\r\n * roughness value in the G channel to keep better precision.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_metallicTexture\")\r\n public metallicRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Instantiates a new PBRMetalRoughnessMaterial instance.\r\n *\r\n * @param name The material name\r\n * @param scene The scene the material will be use in.\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this._useRoughnessFromMetallicTextureAlpha = false;\r\n this._useRoughnessFromMetallicTextureGreen = true;\r\n this._useMetallnessFromMetallicTextureBlue = true;\r\n this.metallic = 1.0;\r\n this.roughness = 1.0;\r\n }\r\n\r\n /**\r\n * Return the current class name of the material.\r\n */\r\n public getClassName(): string {\r\n return \"PBRMetallicRoughnessMaterial\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current material.\r\n * @param name - name to use for the new material.\r\n */\r\n public clone(name: string): PBRMetallicRoughnessMaterial {\r\n const clone = SerializationHelper.Clone(() => new PBRMetallicRoughnessMaterial(name, this.getScene()), this);\r\n\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n this.clearCoat.copyTo(clone.clearCoat);\r\n this.anisotropy.copyTo(clone.anisotropy);\r\n this.brdf.copyTo(clone.brdf);\r\n this.sheen.copyTo(clone.sheen);\r\n this.subSurface.copyTo(clone.subSurface);\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serialize the material to a parsable JSON object.\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.PBRMetallicRoughnessMaterial\";\r\n\r\n serializationObject.clearCoat = this.clearCoat.serialize();\r\n serializationObject.anisotropy = this.anisotropy.serialize();\r\n serializationObject.brdf = this.brdf.serialize();\r\n serializationObject.sheen = this.sheen.serialize();\r\n serializationObject.subSurface = this.subSurface.serialize();\r\n serializationObject.iridescence = this.iridescence.serialize();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object corresponding to the serialize function.\r\n * @param source\r\n * @param scene\r\n * @param rootUrl\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial {\r\n const material = SerializationHelper.Parse(() => new PBRMetallicRoughnessMaterial(source.name, scene), source, scene, rootUrl);\r\n if (source.clearCoat) {\r\n material.clearCoat.parse(source.clearCoat, scene, rootUrl);\r\n }\r\n if (source.anisotropy) {\r\n material.anisotropy.parse(source.anisotropy, scene, rootUrl);\r\n }\r\n if (source.brdf) {\r\n material.brdf.parse(source.brdf, scene, rootUrl);\r\n }\r\n if (source.sheen) {\r\n material.sheen.parse(source.sheen, scene, rootUrl);\r\n }\r\n if (source.subSurface) {\r\n material.subSurface.parse(source.subSurface, scene, rootUrl);\r\n }\r\n if (source.iridescence) {\r\n material.iridescence.parse(source.iridescence, scene, rootUrl);\r\n }\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRMetallicRoughnessMaterial\", PBRMetallicRoughnessMaterial);\r\n"]}
1
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For a non-metal the base color represents the reflected diffuse color\r\n * of the material.\r\n */\r\n @serializeAsColor3()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_albedoColor\")\r\n public baseColor: Color3;\r\n\r\n /**\r\n * Base texture of the metallic workflow. It contains both the baseColor information in RGB as\r\n * well as opacity information in the alpha channel.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_albedoTexture\")\r\n public baseTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Specifies the metallic scalar value of the material.\r\n * Can also be used to scale the metalness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallic: number;\r\n\r\n /**\r\n * Specifies the roughness scalar value of the material.\r\n * Can also be used to scale the roughness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public roughness: number;\r\n\r\n /**\r\n * Texture containing both the metallic value in the B channel and the\r\n * roughness value in the G channel to keep better precision.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", \"_metallicTexture\")\r\n public metallicRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Instantiates a new PBRMetalRoughnessMaterial instance.\r\n *\r\n * @param name The material name\r\n * @param scene The scene the material will be use in.\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this._useRoughnessFromMetallicTextureAlpha = false;\r\n this._useRoughnessFromMetallicTextureGreen = true;\r\n this._useMetallnessFromMetallicTextureBlue = true;\r\n this.metallic = 1.0;\r\n this.roughness = 1.0;\r\n }\r\n\r\n /**\r\n * Return the current class name of the material.\r\n */\r\n public getClassName(): string {\r\n return \"PBRMetallicRoughnessMaterial\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current material.\r\n * @param name - name to use for the new material.\r\n */\r\n public clone(name: string): PBRMetallicRoughnessMaterial {\r\n const clone = SerializationHelper.Clone(() => new PBRMetallicRoughnessMaterial(name, this.getScene()), this);\r\n\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n this.clearCoat.copyTo(clone.clearCoat);\r\n this.anisotropy.copyTo(clone.anisotropy);\r\n this.brdf.copyTo(clone.brdf);\r\n this.sheen.copyTo(clone.sheen);\r\n this.subSurface.copyTo(clone.subSurface);\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serialize the material to a parsable JSON object.\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.PBRMetallicRoughnessMaterial\";\r\n\r\n serializationObject.clearCoat = this.clearCoat.serialize();\r\n serializationObject.anisotropy = this.anisotropy.serialize();\r\n serializationObject.brdf = this.brdf.serialize();\r\n serializationObject.sheen = this.sheen.serialize();\r\n serializationObject.subSurface = this.subSurface.serialize();\r\n serializationObject.iridescence = this.iridescence.serialize();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a JSON object corresponding to the serialize function.\r\n * @param source\r\n * @param scene\r\n * @param rootUrl\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial {\r\n const material = SerializationHelper.Parse(() => new PBRMetallicRoughnessMaterial(source.name, scene), source, scene, rootUrl);\r\n if (source.clearCoat) {\r\n material.clearCoat.parse(source.clearCoat, scene, rootUrl);\r\n }\r\n if (source.anisotropy) {\r\n material.anisotropy.parse(source.anisotropy, scene, rootUrl);\r\n }\r\n if (source.brdf) {\r\n material.brdf.parse(source.brdf, scene, rootUrl);\r\n }\r\n if (source.sheen) {\r\n material.sheen.parse(source.sheen, scene, rootUrl);\r\n }\r\n if (source.subSurface) {\r\n material.subSurface.parse(source.subSurface, scene, rootUrl);\r\n }\r\n if (source.iridescence) {\r\n material.iridescence.parse(source.iridescence, scene, rootUrl);\r\n }\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRMetallicRoughnessMaterial\", PBRMetallicRoughnessMaterial);\r\n"]}
@@ -18,6 +18,10 @@ export interface IHtmlElementTextureOptions {
18
18
  * Defines the sampling mode of the texture.
19
19
  */
20
20
  samplingMode?: number;
21
+ /**
22
+ * Defines the associated texture format.
23
+ */
24
+ format?: number;
21
25
  /**
22
26
  * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
23
27
  */
@@ -46,6 +50,7 @@ export declare class HtmlElementTexture extends BaseTexture {
46
50
  */
47
51
  onLoadObservable: Observable<HtmlElementTexture>;
48
52
  private static readonly _DefaultOptions;
53
+ private readonly _format;
49
54
  private _textureMatrix;
50
55
  private _isVideo;
51
56
  private _generateMipMaps;
@@ -37,6 +37,7 @@ export class HtmlElementTexture extends BaseTexture {
37
37
  this._generateMipMaps = options.generateMipMaps;
38
38
  this._samplingMode = options.samplingMode;
39
39
  this._textureMatrix = Matrix.Identity();
40
+ this._format = options.format;
40
41
  this.name = name;
41
42
  this.element = element;
42
43
  this._isVideo = element instanceof HTMLVideoElement;
@@ -57,6 +58,7 @@ export class HtmlElementTexture extends BaseTexture {
57
58
  const engine = this._getEngine();
58
59
  if (engine) {
59
60
  this._texture = engine.createDynamicTexture(width, height, this._generateMipMaps, this._samplingMode);
61
+ this._texture.format = this._format;
60
62
  }
61
63
  this.update();
62
64
  }
@@ -85,7 +87,7 @@ export class HtmlElementTexture extends BaseTexture {
85
87
  }
86
88
  else {
87
89
  const canvasElement = this.element;
88
- engine.updateDynamicTexture(this._texture, canvasElement, invertY === null ? true : invertY, false);
90
+ engine.updateDynamicTexture(this._texture, canvasElement, invertY === null ? true : invertY, false, this._format);
89
91
  }
90
92
  if (!wasReady && this.isReady()) {
91
93
  this.onLoadObservable.notifyObservers(this);
@@ -102,6 +104,7 @@ export class HtmlElementTexture extends BaseTexture {
102
104
  HtmlElementTexture._DefaultOptions = {
103
105
  generateMipMaps: false,
104
106
  samplingMode: 2,
107
+ format: 5,
105
108
  engine: null,
106
109
  scene: null,
107
110
  };
@@ -1 +1 @@
1
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It is not mandatory if you define a scene.\r\n */\r\n engine: Nullable<ThinEngine>;\r\n /**\r\n * Defines the scene the texture belongs to. It is not mandatory if you define an engine.\r\n */\r\n scene: Nullable<Scene>;\r\n}\r\n\r\n/**\r\n * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.\r\n * To be as efficient as possible depending on your constraints nothing aside the first upload\r\n * is automatically managed.\r\n * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements\r\n * in your application.\r\n *\r\n * As the update is not automatic, you need to call them manually.\r\n */\r\nexport class HtmlElementTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public element: HTMLVideoElement | HTMLCanvasElement;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<HtmlElementTexture> = new Observable<HtmlElementTexture>();\r\n\r\n private static readonly _DefaultOptions: IHtmlElementTextureOptions = {\r\n generateMipMaps: false,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: null,\r\n scene: null,\r\n };\r\n\r\n private _textureMatrix: Matrix;\r\n private _isVideo: boolean;\r\n private _generateMipMaps: boolean;\r\n private _samplingMode: number;\r\n\r\n /**\r\n * Instantiates a HtmlElementTexture from the following parameters.\r\n *\r\n * @param name Defines the name of the texture\r\n * @param element Defines the video or canvas the texture is filled with\r\n * @param options Defines the other none mandatory texture creation options\r\n */\r\n constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions) {\r\n super(options.scene || options.engine);\r\n\r\n if (!element || (!options.engine && !options.scene)) {\r\n return;\r\n }\r\n\r\n options = {\r\n ...HtmlElementTexture._DefaultOptions,\r\n ...options,\r\n };\r\n\r\n this._generateMipMaps = options.generateMipMaps!;\r\n this._samplingMode = options.samplingMode!;\r\n this._textureMatrix = Matrix.Identity();\r\n\r\n this.name = name;\r\n this.element = element;\r\n this._isVideo = element instanceof HTMLVideoElement;\r\n\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n this._createInternalTexture();\r\n }\r\n\r\n private _createInternalTexture(): void {\r\n let width = 0;\r\n let height = 0;\r\n if (this._isVideo) {\r\n width = (this.element as HTMLVideoElement).videoWidth;\r\n height = (this.element as HTMLVideoElement).videoHeight;\r\n } else {\r\n width = this.element.width;\r\n height = this.element.height;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (engine) {\r\n this._texture = engine.createDynamicTexture(width, height, this._generateMipMaps, this._samplingMode);\r\n }\r\n\r\n this.update();\r\n }\r\n\r\n /**\r\n * Returns the texture matrix used in most of the material.\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Updates the content of the texture.\r\n * @param invertY Defines whether the texture should be inverted on Y (false by default on video and true on canvas)\r\n */\r\n public update(invertY: Nullable<boolean> = null): void {\r\n const engine = this._getEngine();\r\n if (this._texture == null || engine == null) {\r\n return;\r\n }\r\n\r\n const wasReady = this.isReady();\r\n if (this._isVideo) {\r\n const videoElement = this.element as HTMLVideoElement;\r\n if (videoElement.readyState < videoElement.HAVE_CURRENT_DATA) {\r\n return;\r\n }\r\n\r\n engine.updateVideoTexture(this._texture, videoElement, invertY === null ? true : invertY);\r\n } else {\r\n const canvasElement = this.element as HTMLCanvasElement;\r\n engine.updateDynamicTexture(this._texture, canvasElement, invertY === null ? true : invertY, false);\r\n }\r\n\r\n if (!wasReady && this.isReady()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n this.onLoadObservable.clear();\r\n super.dispose();\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"htmlElementTexture.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Materials/Textures/htmlElementTexture.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,WAAW,EAAE,MAAM,sCAAsC,CAAC;AACnE,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AACjD,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AAEnD,OAAO,gDAAgD,CAAC;AACxD,OAAO,8CAA8C,CAAC;AA+BtD;;;;;;;;GAQG;AACH,MAAM,OAAO,kBAAmB,SAAQ,WAAW;IAyB/C;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,OAA6C,EAAE,OAAmC;QACxG,KAAK,CAAC,OAAO,CAAC,KAAK,IAAI,OAAO,CAAC,MAAM,CAAC,CAAC;QA3B3C;;WAEG;QACI,qBAAgB,GAAmC,IAAI,UAAU,EAAsB,CAAC;QA0B3F,IAAI,CAAC,OAAO,IAAI,CAAC,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,EAAE;YACjD,OAAO;SACV;QAED,OAAO,GAAG;YACN,GAAG,kBAAkB,CAAC,eAAe;YACrC,GAAG,OAAO;SACb,CAAC;QAEF,IAAI,CAAC,gBAAgB,GAAG,OAAO,CAAC,eAAgB,CAAC;QACjD,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC,YAAa,CAAC;QAC3C,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;QACxC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,MAAO,CAAC;QAE/B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,QAAQ,GAAG,OAAO,YAAY,gBAAgB,CAAC;QAEpD,IAAI,CAAC,yBAAyB,GAAG,CAAC,CAAC;QAEnC,IAAI,CAAC,sBAAsB,EAAE,CAAC;IAClC,CAAC;IAEO,sBAAsB;QAC1B,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,KAAK,GAAI,IAAI,CAAC,OAA4B,CAAC,UAAU,CAAC;YACtD,MAAM,GAAI,IAAI,CAAC,OAA4B,CAAC,WAAW,CAAC;SAC3D;aAAM;YACH,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC;YAC3B,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;SAChC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,MAAM,EAAE;YACR,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,oBAAoB,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACtG,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;SACvC;QAED,IAAI,CAAC,MAAM,EAAE,CAAC;IAClB,CAAC;IAED;;OAEG;IACI,gBAAgB;QACnB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,UAA6B,IAAI;QAC3C,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,IAAI,MAAM,IAAI,IAAI,EAAE;YACzC,OAAO;SACV;QAED,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAChC,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,MAAM,YAAY,GAAG,IAAI,CAAC,OAA2B,CAAC;YACtD,IAAI,YAAY,CAAC,UAAU,GAAG,YAAY,CAAC,iBAAiB,EAAE;gBAC1D,OAAO;aACV;YAED,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,QAAQ,EAAE,YAAY,EAAE,OAAO,KAAK,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC;SAC7F;aAAM;YACH,MAAM,aAAa,GAAG,IAAI,CAAC,OAA4B,CAAC;YACxD,MAAM,CAAC,oBAAoB,CAAC,IAAI,CAAC,QAAQ,EAAE,aAAa,EAAE,OAAO,KAAK,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;SACrH;QAED,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,OAAO,EAAE,EAAE;YAC7B,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;SAC/C;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;QAC9B,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;;AA5GuB,kCAAe,GAA+B;IAClE,eAAe,EAAE,KAAK;IACtB,YAAY,EAAE,SAAS,CAAC,6BAA6B;IACrD,MAAM,EAAE,SAAS,CAAC,kBAAkB;IACpC,MAAM,EAAE,IAAI;IACZ,KAAK,EAAE,IAAI;CACd,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport \"../../Engines/Extensions/engine.videoTexture\";\r\n\r\ndeclare type ThinEngine = import(\"../../Engines/thinEngine\").ThinEngine;\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\n\r\n/**\r\n * Defines the options related to the creation of an HtmlElementTexture\r\n */\r\nexport interface IHtmlElementTextureOptions {\r\n /**\r\n * Defines whether mip maps should be created or not.\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Defines the sampling mode of the texture.\r\n */\r\n samplingMode?: number;\r\n /**\r\n * Defines the associated texture format.\r\n */\r\n format?: number;\r\n /**\r\n * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.\r\n */\r\n engine: Nullable<ThinEngine>;\r\n /**\r\n * Defines the scene the texture belongs to. It is not mandatory if you define an engine.\r\n */\r\n scene: Nullable<Scene>;\r\n}\r\n\r\n/**\r\n * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.\r\n * To be as efficient as possible depending on your constraints nothing aside the first upload\r\n * is automatically managed.\r\n * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements\r\n * in your application.\r\n *\r\n * As the update is not automatic, you need to call them manually.\r\n */\r\nexport class HtmlElementTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public element: HTMLVideoElement | HTMLCanvasElement;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<HtmlElementTexture> = new Observable<HtmlElementTexture>();\r\n\r\n private static readonly _DefaultOptions: IHtmlElementTextureOptions = {\r\n generateMipMaps: false,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n engine: null,\r\n scene: null,\r\n };\r\n\r\n private readonly _format: number;\r\n private _textureMatrix: Matrix;\r\n private _isVideo: boolean;\r\n private _generateMipMaps: boolean;\r\n private _samplingMode: number;\r\n\r\n /**\r\n * Instantiates a HtmlElementTexture from the following parameters.\r\n *\r\n * @param name Defines the name of the texture\r\n * @param element Defines the video or canvas the texture is filled with\r\n * @param options Defines the other none mandatory texture creation options\r\n */\r\n constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions) {\r\n super(options.scene || options.engine);\r\n\r\n if (!element || (!options.engine && !options.scene)) {\r\n return;\r\n }\r\n\r\n options = {\r\n ...HtmlElementTexture._DefaultOptions,\r\n ...options,\r\n };\r\n\r\n this._generateMipMaps = options.generateMipMaps!;\r\n this._samplingMode = options.samplingMode!;\r\n this._textureMatrix = Matrix.Identity();\r\n this._format = options.format!;\r\n\r\n this.name = name;\r\n this.element = element;\r\n this._isVideo = element instanceof HTMLVideoElement;\r\n\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n this._createInternalTexture();\r\n }\r\n\r\n private _createInternalTexture(): void {\r\n let width = 0;\r\n let height = 0;\r\n if (this._isVideo) {\r\n width = (this.element as HTMLVideoElement).videoWidth;\r\n height = (this.element as HTMLVideoElement).videoHeight;\r\n } else {\r\n width = this.element.width;\r\n height = this.element.height;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (engine) {\r\n this._texture = engine.createDynamicTexture(width, height, this._generateMipMaps, this._samplingMode);\r\n this._texture.format = this._format;\r\n }\r\n\r\n this.update();\r\n }\r\n\r\n /**\r\n * Returns the texture matrix used in most of the material.\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Updates the content of the texture.\r\n * @param invertY Defines whether the texture should be inverted on Y (false by default on video and true on canvas)\r\n */\r\n public update(invertY: Nullable<boolean> = null): void {\r\n const engine = this._getEngine();\r\n if (this._texture == null || engine == null) {\r\n return;\r\n }\r\n\r\n const wasReady = this.isReady();\r\n if (this._isVideo) {\r\n const videoElement = this.element as HTMLVideoElement;\r\n if (videoElement.readyState < videoElement.HAVE_CURRENT_DATA) {\r\n return;\r\n }\r\n\r\n engine.updateVideoTexture(this._texture, videoElement, invertY === null ? true : invertY);\r\n } else {\r\n const canvasElement = this.element as HTMLCanvasElement;\r\n engine.updateDynamicTexture(this._texture, canvasElement, invertY === null ? true : invertY, false, this._format);\r\n }\r\n\r\n if (!wasReady && this.isReady()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n this.onLoadObservable.clear();\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -74,7 +74,7 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
74
74
  /**
75
75
  * Override the mesh isReady function with your own one.
76
76
  */
77
- customIsReadyFunction: (mesh: AbstractMesh, refreshRate: number) => boolean;
77
+ customIsReadyFunction: (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => boolean;
78
78
  /**
79
79
  * Override the render function of the texture with your own one.
80
80
  */
@@ -651,7 +651,7 @@ export class RenderTargetTexture extends Texture {
651
651
  continue;
652
652
  }
653
653
  if (this.customIsReadyFunction) {
654
- if (!this.customIsReadyFunction(mesh, this.refreshRate)) {
654
+ if (!this.customIsReadyFunction(mesh, this.refreshRate, checkReadiness)) {
655
655
  returnValue = false;
656
656
  break;
657
657
  }
@@ -695,7 +695,7 @@ export class RenderTargetTexture extends Texture {
695
695
  const mesh = currentRenderList[meshIndex];
696
696
  if (mesh && !mesh.isBlocked) {
697
697
  if (this.customIsReadyFunction) {
698
- if (!this.customIsReadyFunction(mesh, this.refreshRate)) {
698
+ if (!this.customIsReadyFunction(mesh, this.refreshRate, false)) {
699
699
  this.resetRefreshCounter();
700
700
  continue;
701
701
  }