@babylonjs/core 5.35.0 → 5.36.0

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 (250) hide show
  1. package/Audio/sound.d.ts +5 -0
  2. package/Audio/sound.js +7 -0
  3. package/Audio/sound.js.map +1 -1
  4. package/Debug/physicsViewer.d.ts +4 -3
  5. package/Debug/physicsViewer.js +2 -2
  6. package/Debug/physicsViewer.js.map +1 -1
  7. package/Engines/Extensions/engine.renderTarget.js +15 -15
  8. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  9. package/Engines/Extensions/engine.renderTargetCube.d.ts +1 -1
  10. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  11. package/Engines/Extensions/engine.views.d.ts +4 -0
  12. package/Engines/Extensions/engine.views.js +61 -42
  13. package/Engines/Extensions/engine.views.js.map +1 -1
  14. package/Engines/Native/nativeHardwareTexture.d.ts +14 -0
  15. package/Engines/Native/nativeHardwareTexture.js +24 -0
  16. package/Engines/Native/nativeHardwareTexture.js.map +1 -0
  17. package/Engines/Native/nativeInterfaces.d.ts +22 -15
  18. package/Engines/Native/nativeInterfaces.js.map +1 -1
  19. package/Engines/Native/nativePipelineContext.d.ts +252 -0
  20. package/Engines/Native/nativePipelineContext.js +502 -0
  21. package/Engines/Native/nativePipelineContext.js.map +1 -0
  22. package/Engines/Native/nativeRenderTargetWrapper.d.ts +16 -0
  23. package/Engines/Native/nativeRenderTargetWrapper.js +33 -0
  24. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -0
  25. package/Engines/WebGPU/Extensions/engine.renderTarget.js +3 -3
  26. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  27. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  28. package/Engines/engine.d.ts +1 -0
  29. package/Engines/engine.js +24 -18
  30. package/Engines/engine.js.map +1 -1
  31. package/Engines/nativeEngine.d.ts +18 -17
  32. package/Engines/nativeEngine.js +100 -598
  33. package/Engines/nativeEngine.js.map +1 -1
  34. package/Engines/nullEngine.d.ts +1 -1
  35. package/Engines/nullEngine.js.map +1 -1
  36. package/Engines/thinEngine.d.ts +1 -1
  37. package/Engines/thinEngine.js +41 -38
  38. package/Engines/thinEngine.js.map +1 -1
  39. package/Engines/webgpuEngine.js.map +1 -1
  40. package/Gizmos/planeRotationGizmo.js +3 -1
  41. package/Gizmos/planeRotationGizmo.js.map +1 -1
  42. package/Inputs/scene.inputManager.js +4 -4
  43. package/Inputs/scene.inputManager.js.map +1 -1
  44. package/Loading/Plugins/babylonFileLoader.js +3 -3
  45. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  46. package/Materials/Node/Blocks/Dual/textureBlock.js +1 -1
  47. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  48. package/Materials/Node/nodeMaterial.d.ts +19 -1
  49. package/Materials/Node/nodeMaterial.js +30 -0
  50. package/Materials/Node/nodeMaterial.js.map +1 -1
  51. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +2 -8
  52. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  53. package/Materials/Textures/baseTexture.d.ts +2 -1
  54. package/Materials/Textures/baseTexture.js +3 -2
  55. package/Materials/Textures/baseTexture.js.map +1 -1
  56. package/Materials/Textures/internalTexture.d.ts +2 -0
  57. package/Materials/Textures/internalTexture.js +4 -0
  58. package/Materials/Textures/internalTexture.js.map +1 -1
  59. package/Materials/Textures/mirrorTexture.js +0 -2
  60. package/Materials/Textures/mirrorTexture.js.map +1 -1
  61. package/Materials/Textures/renderTargetTexture.d.ts +53 -3
  62. package/Materials/Textures/renderTargetTexture.js +25 -25
  63. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  64. package/Materials/Textures/texture.d.ts +2 -0
  65. package/Materials/Textures/texture.js +35 -7
  66. package/Materials/Textures/texture.js.map +1 -1
  67. package/Materials/Textures/textureCreationOptions.d.ts +4 -1
  68. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  69. package/Materials/material.js +1 -1
  70. package/Materials/material.js.map +1 -1
  71. package/Meshes/abstractMesh.d.ts +4 -4
  72. package/Meshes/abstractMesh.js +4 -4
  73. package/Meshes/abstractMesh.js.map +1 -1
  74. package/Meshes/mesh.d.ts +2 -2
  75. package/Meshes/mesh.js +1 -1
  76. package/Meshes/mesh.js.map +1 -1
  77. package/Misc/copyTextureToTexture.d.ts +9 -2
  78. package/Misc/copyTextureToTexture.js +23 -1
  79. package/Misc/copyTextureToTexture.js.map +1 -1
  80. package/Particles/IParticleSystem.d.ts +15 -1
  81. package/Particles/IParticleSystem.js.map +1 -1
  82. package/Particles/gpuParticleSystem.d.ts +24 -2
  83. package/Particles/gpuParticleSystem.js +98 -43
  84. package/Particles/gpuParticleSystem.js.map +1 -1
  85. package/Particles/particleSystem.d.ts +6 -1
  86. package/Particles/particleSystem.js +7 -2
  87. package/Particles/particleSystem.js.map +1 -1
  88. package/Physics/IPhysicsEngine.d.ts +8 -108
  89. package/Physics/IPhysicsEngine.js.map +1 -1
  90. package/Physics/Plugins/ammoJSPlugin.d.ts +1 -389
  91. package/Physics/Plugins/ammoJSPlugin.js +2 -1414
  92. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  93. package/Physics/Plugins/cannonJSPlugin.d.ts +1 -75
  94. package/Physics/Plugins/cannonJSPlugin.js +2 -664
  95. package/Physics/Plugins/cannonJSPlugin.js.map +1 -1
  96. package/Physics/Plugins/oimoJSPlugin.d.ts +1 -59
  97. package/Physics/Plugins/oimoJSPlugin.js +2 -432
  98. package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
  99. package/Physics/index.d.ts +3 -6
  100. package/Physics/index.js +3 -6
  101. package/Physics/index.js.map +1 -1
  102. package/Physics/physicsEngine.d.ts +1 -135
  103. package/Physics/physicsEngine.js +2 -221
  104. package/Physics/physicsEngine.js.map +1 -1
  105. package/Physics/physicsEngineComponent.d.ts +7 -42
  106. package/Physics/physicsEngineComponent.js +11 -71
  107. package/Physics/physicsEngineComponent.js.map +1 -1
  108. package/Physics/physicsHelper.d.ts +1 -411
  109. package/Physics/physicsHelper.js +2 -708
  110. package/Physics/physicsHelper.js.map +1 -1
  111. package/Physics/physicsImpostor.d.ts +1 -640
  112. package/Physics/physicsImpostor.js +2 -1004
  113. package/Physics/physicsImpostor.js.map +1 -1
  114. package/Physics/physicsJoint.d.ts +1 -275
  115. package/Physics/physicsJoint.js +2 -222
  116. package/Physics/physicsJoint.js.map +1 -1
  117. package/Physics/v1/IPhysicsEnginePlugin.d.ts +73 -0
  118. package/Physics/v1/IPhysicsEnginePlugin.js +2 -0
  119. package/Physics/v1/IPhysicsEnginePlugin.js.map +1 -0
  120. package/Physics/v1/Plugins/ammoJSPlugin.d.ts +401 -0
  121. package/Physics/v1/Plugins/ammoJSPlugin.js +1431 -0
  122. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -0
  123. package/Physics/v1/Plugins/cannonJSPlugin.d.ts +87 -0
  124. package/Physics/v1/Plugins/cannonJSPlugin.js +683 -0
  125. package/Physics/v1/Plugins/cannonJSPlugin.js.map +1 -0
  126. package/Physics/{Plugins → v1/Plugins}/index.d.ts +0 -0
  127. package/Physics/{Plugins → v1/Plugins}/index.js +0 -0
  128. package/Physics/v1/Plugins/index.js.map +1 -0
  129. package/Physics/v1/Plugins/oimoJSPlugin.d.ts +71 -0
  130. package/Physics/v1/Plugins/oimoJSPlugin.js +450 -0
  131. package/Physics/v1/Plugins/oimoJSPlugin.js.map +1 -0
  132. package/Physics/v1/index.d.ts +7 -0
  133. package/Physics/v1/index.js +9 -0
  134. package/Physics/v1/index.js.map +1 -0
  135. package/Physics/v1/physicsEngine.d.ts +147 -0
  136. package/Physics/v1/physicsEngine.js +237 -0
  137. package/Physics/v1/physicsEngine.js.map +1 -0
  138. package/Physics/v1/physicsEngineComponent.d.ts +45 -0
  139. package/Physics/v1/physicsEngineComponent.js +70 -0
  140. package/Physics/v1/physicsEngineComponent.js.map +1 -0
  141. package/Physics/v1/physicsHelper.d.ts +411 -0
  142. package/Physics/v1/physicsHelper.js +709 -0
  143. package/Physics/v1/physicsHelper.js.map +1 -0
  144. package/Physics/v1/physicsImpostor.d.ts +636 -0
  145. package/Physics/v1/physicsImpostor.js +1001 -0
  146. package/Physics/v1/physicsImpostor.js.map +1 -0
  147. package/Physics/v1/physicsJoint.d.ts +275 -0
  148. package/Physics/v1/physicsJoint.js +223 -0
  149. package/Physics/v1/physicsJoint.js.map +1 -0
  150. package/Physics/v2/IPhysicsEnginePlugin.d.ts +170 -0
  151. package/Physics/v2/IPhysicsEnginePlugin.js +47 -0
  152. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -0
  153. package/Physics/v2/Plugins/index.d.ts +0 -0
  154. package/Physics/v2/Plugins/index.js +2 -0
  155. package/Physics/v2/Plugins/index.js.map +1 -0
  156. package/Physics/v2/index.d.ts +6 -0
  157. package/Physics/v2/index.js +8 -0
  158. package/Physics/v2/index.js.map +1 -0
  159. package/Physics/v2/physicsAggregate.d.ts +114 -0
  160. package/Physics/v2/physicsAggregate.js +46 -0
  161. package/Physics/v2/physicsAggregate.js.map +1 -0
  162. package/Physics/v2/physicsBody.d.ts +109 -0
  163. package/Physics/v2/physicsBody.js +158 -0
  164. package/Physics/v2/physicsBody.js.map +1 -0
  165. package/Physics/v2/physicsConstraint.d.ts +184 -0
  166. package/Physics/v2/physicsConstraint.js +257 -0
  167. package/Physics/v2/physicsConstraint.js.map +1 -0
  168. package/Physics/v2/physicsEngine.d.ts +103 -0
  169. package/Physics/v2/physicsEngine.js +146 -0
  170. package/Physics/v2/physicsEngine.js.map +1 -0
  171. package/Physics/v2/physicsEngineComponent.d.ts +31 -0
  172. package/Physics/v2/physicsEngineComponent.js +50 -0
  173. package/Physics/v2/physicsEngineComponent.js.map +1 -0
  174. package/Physics/v2/physicsMaterial.d.ts +45 -0
  175. package/Physics/v2/physicsMaterial.js +67 -0
  176. package/Physics/v2/physicsMaterial.js.map +1 -0
  177. package/Physics/v2/physicsShape.d.ts +182 -0
  178. package/Physics/v2/physicsShape.js +229 -0
  179. package/Physics/v2/physicsShape.js.map +1 -0
  180. package/PostProcesses/postProcess.d.ts +3 -1
  181. package/PostProcesses/postProcess.js +4 -1
  182. package/PostProcesses/postProcess.js.map +1 -1
  183. package/Rendering/fluidRenderer/fluidRenderer.d.ts +153 -0
  184. package/Rendering/fluidRenderer/fluidRenderer.js +410 -0
  185. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -0
  186. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.d.ts +13 -0
  187. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +31 -0
  188. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -0
  189. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +81 -0
  190. package/Rendering/fluidRenderer/fluidRenderingObject.js +180 -0
  191. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -0
  192. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +63 -0
  193. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +130 -0
  194. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -0
  195. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +64 -0
  196. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +104 -0
  197. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -0
  198. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +234 -0
  199. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +690 -0
  200. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -0
  201. package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +56 -0
  202. package/Rendering/fluidRenderer/fluidRenderingTextures.js +261 -0
  203. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -0
  204. package/Rendering/fluidRenderer/index.d.ts +5 -0
  205. package/Rendering/fluidRenderer/index.js +6 -0
  206. package/Rendering/fluidRenderer/index.js.map +1 -0
  207. package/Rendering/index.d.ts +1 -0
  208. package/Rendering/index.js +2 -0
  209. package/Rendering/index.js.map +1 -1
  210. package/Shaders/copyTextureToTexture.fragment.js +4 -1
  211. package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
  212. package/Shaders/fluidRenderingBilateralBlur.fragment.d.ts +5 -0
  213. package/Shaders/fluidRenderingBilateralBlur.fragment.js +9 -0
  214. package/Shaders/fluidRenderingBilateralBlur.fragment.js.map +1 -0
  215. package/Shaders/fluidRenderingParticleDepth.fragment.d.ts +5 -0
  216. package/Shaders/fluidRenderingParticleDepth.fragment.js +17 -0
  217. package/Shaders/fluidRenderingParticleDepth.fragment.js.map +1 -0
  218. package/Shaders/fluidRenderingParticleDepth.vertex.d.ts +5 -0
  219. package/Shaders/fluidRenderingParticleDepth.vertex.js +13 -0
  220. package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -0
  221. package/Shaders/fluidRenderingParticleDiffuse.fragment.d.ts +5 -0
  222. package/Shaders/fluidRenderingParticleDiffuse.fragment.js +9 -0
  223. package/Shaders/fluidRenderingParticleDiffuse.fragment.js.map +1 -0
  224. package/Shaders/fluidRenderingParticleDiffuse.vertex.d.ts +5 -0
  225. package/Shaders/fluidRenderingParticleDiffuse.vertex.js +4 -0
  226. package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -0
  227. package/Shaders/fluidRenderingParticleThickness.fragment.d.ts +5 -0
  228. package/Shaders/fluidRenderingParticleThickness.fragment.js +9 -0
  229. package/Shaders/fluidRenderingParticleThickness.fragment.js.map +1 -0
  230. package/Shaders/fluidRenderingParticleThickness.vertex.d.ts +5 -0
  231. package/Shaders/fluidRenderingParticleThickness.vertex.js +9 -0
  232. package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -0
  233. package/Shaders/fluidRenderingRender.fragment.d.ts +5 -0
  234. package/Shaders/fluidRenderingRender.fragment.js +46 -0
  235. package/Shaders/fluidRenderingRender.fragment.js.map +1 -0
  236. package/Shaders/fluidRenderingStandardBlur.fragment.d.ts +5 -0
  237. package/Shaders/fluidRenderingStandardBlur.fragment.js +9 -0
  238. package/Shaders/fluidRenderingStandardBlur.fragment.js.map +1 -0
  239. package/XR/features/WebXRControllerPhysics.d.ts +1 -1
  240. package/XR/features/WebXRControllerPhysics.js +1 -1
  241. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  242. package/XR/features/WebXRHandTracking.js +1 -1
  243. package/XR/features/WebXRHandTracking.js.map +1 -1
  244. package/package.json +1 -1
  245. package/scene.js +6 -1
  246. package/scene.js.map +1 -1
  247. package/sceneComponent.d.ts +3 -0
  248. package/sceneComponent.js +3 -0
  249. package/sceneComponent.js.map +1 -1
  250. package/Physics/Plugins/index.js.map +0 -1
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1
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{"version":3,"file":"mirrorTexture.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Materials/Textures/mirrorTexture.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AACnE,OAAO,EAAE,OAAO,EAAE,MAAM,kCAAkC,CAAC;AAC3D,OAAO,EAAE,mBAAmB,EAAE,MAAM,8CAA8C,CAAC;AAEnF,OAAO,EAAE,eAAe,EAAE,MAAM,qCAAqC,CAAC;AACtE,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,EAAE,KAAK,EAAE,MAAM,wBAAwB,CAAC;AAE/C;;;;;;GAMG;AACH,MAAM,OAAO,aAAc,SAAQ,mBAAmB;IA0HlD;;;;;;;;;;;;;;OAcG;IACH,YACI,IAAY,EACZ,IAAoE,EACpE,KAAa,EACb,eAAyB,EACzB,OAAe,SAAS,CAAC,wBAAwB,EACjD,YAAY,GAAG,OAAO,CAAC,qBAAqB,EAC5C,mBAAmB,GAAG,IAAI;QAE1B,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,eAAe,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,YAAY,EAAE,mBAAmB,CAAC,CAAC;QAjJpG;;;;WAIG;QACI,gBAAW,GAAG,IAAI,KAAK,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAwGnC,qBAAgB,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QACjC,kBAAa,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAI9B,wBAAmB,GAAG,CAAC,CAAC;QACxB,iBAAY,GAAG,CAAC,CAAC;QACjB,iBAAY,GAAG,CAAC,CAAC;QACjB,eAAU,GAAG,GAAG,CAAC;QA8BrB,KAAK,GAAU,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE/B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO,IAAI,CAAC;SACf;QACD,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAEjC,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,IAAI,CAAC,oCAAoC,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE;YACvG,IAAI,CAAC,iBAAiB,EAAE,CAAC;QAC7B,CAAC,CAAC,CAAC;QAEH,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,MAAM,CAAC,sBAAsB,EAAE;YAC/B,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC,wBAAwB,CAAC,mCAAmC,IAAI,IAAI,CAAC,CAAC;SAChG;QAED,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;;YACjC,MAAA,MAAM,CAAC,eAAe,uDAAG,yBAAyB,IAAI,EAAE,EAAE,CAAC,CAAC,CAAC;QACjE,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;;YAClC,MAAA,MAAM,CAAC,cAAc,uDAAG,CAAC,CAAC,CAAC;QAC/B,CAAC,CAAC,CAAC;QAEH,IAAI,aAA8B,CAAC;QAEnC,IAAI,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;YACnC,IAAI,IAAI,CAAC,SAAS,EAAE;gBAChB,IAAI,CAAC,gBAAgB,GAAG,KAAM,CAAC,qBAAqB,EAAE,CAAC;gBACvD,KAAM,CAAC,qBAAqB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;gBAC7C,KAAM,CAAC,qBAAqB,EAAE,CAAC,YAAY,EAAE,CAAC;aACjD;YAED,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YAC7D,IAAI,CAAC,aAAa,CAAC,aAAa,CAAC,KAAM,CAAC,aAAa,EAAE,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAEhF,KAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,gBAAgB,EAAE,KAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC;YAE/E,aAAa,GAAG,KAAM,CAAC,SAAS,CAAC;YACjC,KAAM,CAAC,SAAS,GAAG,IAAI,CAAC,WAAW,CAAC;YAEpC,KAAM,CAAC,SAAS,EAAE,CAAC,aAAa,GAAG,KAAK,CAAC;YAEzC,KAAM,CAAC,uBAAuB,GAAG,OAAO,CAAC,oBAAoB,CAAU,KAAM,CAAC,YAAa,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QACpI,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YAClC,IAAI,IAAI,CAAC,SAAS,EAAE;gBAChB,KAAM,CAAC,qBAAqB,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;aACvD;YACD,KAAM,CAAC,qBAAqB,EAAE,CAAC;YAC/B,KAAM,CAAC,SAAS,EAAE,CAAC,aAAa,GAAG,IAAI,CAAC;YACxC,KAAM,CAAC,uBAAuB,GAAG,IAAI,CAAC;YAEtC,KAAM,CAAC,SAAS,GAAG,aAAa,CAAC;QACrC,CAAC,CAAC,CAAC;IACP,CAAC;IAtMD;;OAEG;IACH,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE;YAC3B,OAAO;SACV;QAED,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;QACxB,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAED,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACH,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;QACjC,IAAI,CAAC,sBAAsB,EAAE,CAAC;IAClC,CAAC;IAED;;;OAGG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;YAC7B,OAAO;SACV;QAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAED,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;YAC7B,OAAO;SACV;QAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAED,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAEO,sBAAsB;QAC1B,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC;QAE5C,MAAM,EAAE,GAAG,IAAI,CAAC,cAAc,EAAE,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;QAC3D,MAAM,EAAE,GAAG,IAAI,CAAC,eAAe,EAAE,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;QAC7D,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,mBAAmB,GAAG,EAAE,CAAC;QACjD,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,mBAAmB,GAAG,EAAE,CAAC;IACrD,CAAC;IAES,eAAe;QACrB,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACxC,IAAI,CAAC,IAAI,CAAC,mBAAmB,EAAE;gBAC3B,IAAI,CAAC,qBAAqB,EAAE,CAAC;aAChC;SACJ;QAED,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,IAAI,CAAC,sBAAsB,EAAE,CAAC;SACjC;IACL,CAAC;IAEO,iBAAiB;QACrB,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO;SACV;QAED,IAAI,CAAC,UAAU,GAAG,CAAC,KAAK,CAAC,4BAA4B,CAAC,SAAS,IAAI,CAAC,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;IAC9H,CAAC;IAsGO,qBAAqB;QACzB,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAE9B,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,EAAE;YACxC,MAAM,MAAM,GAAW,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC;YAEpD,MAAM,WAAW,GACb,MAAM,CAAC,OAAO,EAAE,CAAC,kBAAkB,IAAI,MAAM,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC,CAAC,CAAC,SAAS,CAAC,iBAAiB,CAAC,CAAC,CAAC,SAAS,CAAC,sBAAsB,CAAC;YAEzJ,IAAI,CAAC,MAAM,GAAG,IAAI,eAAe,CAC7B,iBAAiB,EACjB,IAAI,OAAO,CAAC,GAAG,EAAE,CAA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type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { BlurPostProcess } from \"../../PostProcesses/blurPostProcess\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport type { UniformBuffer } from \"../uniformBuffer\";\r\n/**\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrortexture\r\n */\r\nexport class MirrorTexture extends RenderTargetTexture {\r\n /**\r\n * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.\r\n * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n */\r\n public mirrorPlane = new Plane(0, 1, 0, 1);\r\n\r\n /**\r\n * Define the blur ratio used to blur the reflection if needed.\r\n */\r\n public set blurRatio(value: number) {\r\n if (this._blurRatio === value) {\r\n return;\r\n }\r\n\r\n this._blurRatio = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurRatio(): number {\r\n return this._blurRatio;\r\n }\r\n\r\n /**\r\n * Define the adaptive blur kernel used to blur the reflection if needed.\r\n * This will autocompute the closest best match for the `blurKernel`\r\n */\r\n public set adaptiveBlurKernel(value: number) {\r\n this._adaptiveBlurKernel = value;\r\n this._autoComputeBlurKernel();\r\n }\r\n\r\n /**\r\n * Define the blur kernel used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernel(value: number) {\r\n this.blurKernelX = value;\r\n this.blurKernelY = value;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the X Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelX(value: number) {\r\n if (this._blurKernelX === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelX = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelX(): number {\r\n return this._blurKernelX;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the Y Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelY(value: number) {\r\n if (this._blurKernelY === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelY = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelY(): number {\r\n return this._blurKernelY;\r\n }\r\n\r\n private _autoComputeBlurKernel(): void {\r\n const engine = this.getScene()!.getEngine();\r\n\r\n const dw = this.getRenderWidth() / engine.getRenderWidth();\r\n const dh = this.getRenderHeight() / engine.getRenderHeight();\r\n this.blurKernelX = this._adaptiveBlurKernel * dw;\r\n this.blurKernelY = this._adaptiveBlurKernel * dh;\r\n }\r\n\r\n protected _onRatioRescale(): void {\r\n if (this._sizeRatio) {\r\n this.resize(this._initialSizeParameter);\r\n if (!this._adaptiveBlurKernel) {\r\n this._preparePostProcesses();\r\n }\r\n }\r\n\r\n if (this._adaptiveBlurKernel) {\r\n this._autoComputeBlurKernel();\r\n }\r\n }\r\n\r\n private _updateGammaSpace() {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this.gammaSpace = !scene.imageProcessingConfiguration.isEnabled || !scene.imageProcessingConfiguration.applyByPostProcess;\r\n }\r\n\r\n private _imageProcessingConfigChangeObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n private _transformMatrix = Matrix.Zero();\r\n private _mirrorMatrix = Matrix.Zero();\r\n\r\n private _blurX: Nullable<BlurPostProcess>;\r\n private _blurY: Nullable<BlurPostProcess>;\r\n private _adaptiveBlurKernel = 0;\r\n private _blurKernelX = 0;\r\n private _blurKernelY = 0;\r\n private _blurRatio = 1.0;\r\n private _sceneUBO: UniformBuffer;\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /**\r\n * Instantiates a Mirror Texture.\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n * @param name\r\n * @param size\r\n * @param scene\r\n * @param generateMipMaps\r\n * @param type\r\n * @param samplingMode\r\n * @param generateDepthBuffer\r\n */\r\n constructor(\r\n name: string,\r\n size: number | { width: number; height: number } | { ratio: number },\r\n scene?: Scene,\r\n generateMipMaps?: boolean,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n samplingMode = Texture.BILINEAR_SAMPLINGMODE,\r\n generateDepthBuffer = true\r\n ) {\r\n super(name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer);\r\n\r\n scene = <Scene>this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n this.ignoreCameraViewport = true;\r\n\r\n this._updateGammaSpace();\r\n this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateGammaSpace();\r\n });\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.supportsUniformBuffers) {\r\n this._sceneUBO = scene.createSceneUniformBuffer(`Scene for Mirror Texture (name \"${name}\")`);\r\n }\r\n\r\n this.onBeforeBindObservable.add(() => {\r\n engine._debugPushGroup?.(`mirror generation for ${name}`, 1);\r\n });\r\n\r\n this.onAfterUnbindObservable.add(() => {\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n let saveClipPlane: Nullable<Plane>;\r\n\r\n this.onBeforeRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n this._currentSceneUBO = scene!.getSceneUniformBuffer();\r\n scene!.setSceneUniformBuffer(this._sceneUBO);\r\n scene!.getSceneUniformBuffer().unbindEffect();\r\n }\r\n\r\n Matrix.ReflectionToRef(this.mirrorPlane, this._mirrorMatrix);\r\n this._mirrorMatrix.multiplyToRef(scene!.getViewMatrix(), this._transformMatrix);\r\n\r\n scene!.setTransformMatrix(this._transformMatrix, scene!.getProjectionMatrix());\r\n\r\n saveClipPlane = scene!.clipPlane;\r\n scene!.clipPlane = this.mirrorPlane;\r\n\r\n scene!.getEngine().cullBackFaces = false;\r\n\r\n scene!._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene!.activeCamera).globalPosition, this._mirrorMatrix);\r\n });\r\n\r\n this.onAfterRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n scene!.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene!.updateTransformMatrix();\r\n scene!.getEngine().cullBackFaces = null;\r\n scene!._mirroredCameraPosition = null;\r\n\r\n scene!.clipPlane = saveClipPlane;\r\n });\r\n }\r\n\r\n private _preparePostProcesses(): void {\r\n this.clearPostProcesses(true);\r\n\r\n if (this._blurKernelX && this._blurKernelY) {\r\n const engine = (<Scene>this.getScene()).getEngine();\r\n\r\n const textureType =\r\n engine.getCaps().textureFloatRender && engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n this._blurX = new BlurPostProcess(\r\n \"horizontal blur\",\r\n new Vector2(1.0, 0),\r\n this._blurKernelX,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurX.autoClear = false;\r\n\r\n if (this._blurRatio === 1 && this.samples < 2 && this._texture) {\r\n this._blurX.inputTexture = this._renderTarget!;\r\n } else {\r\n this._blurX.alwaysForcePOT = true;\r\n }\r\n\r\n this._blurY = new BlurPostProcess(\r\n \"vertical blur\",\r\n new Vector2(0, 1.0),\r\n this._blurKernelY,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurY.autoClear = false;\r\n this._blurY.alwaysForcePOT = this._blurRatio !== 1;\r\n\r\n this.addPostProcess(this._blurX);\r\n this.addPostProcess(this._blurY);\r\n } else {\r\n if (this._blurY) {\r\n this.removePostProcess(this._blurY);\r\n this._blurY.dispose();\r\n this._blurY = null;\r\n }\r\n if (this._blurX) {\r\n this.removePostProcess(this._blurX);\r\n this._blurX.dispose();\r\n this._blurX = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clone the mirror texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): MirrorTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new MirrorTexture(\r\n this.name,\r\n textureSize.width,\r\n scene,\r\n this._renderTargetOptions.generateMipMaps,\r\n this._renderTargetOptions.type,\r\n this._renderTargetOptions.samplingMode,\r\n this._renderTargetOptions.generateDepthBuffer\r\n );\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Mirror Texture\r\n newTexture.mirrorPlane = this.mirrorPlane.clone();\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation you could use in Parse later on\r\n * @returns the serialized JSON representation\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.mirrorPlane = this.mirrorPlane.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose() {\r\n super.dispose();\r\n const scene = this.getScene();\r\n\r\n if (scene) {\r\n scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);\r\n }\r\n this._sceneUBO?.dispose();\r\n }\r\n}\r\n\r\nTexture._CreateMirror = (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean): MirrorTexture => {\r\n return new MirrorTexture(name, renderTargetSize, scene, generateMipMaps);\r\n};\r\n"]}
1
+ 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type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { BlurPostProcess } from \"../../PostProcesses/blurPostProcess\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport type { UniformBuffer } from \"../uniformBuffer\";\r\n/**\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrortexture\r\n */\r\nexport class MirrorTexture extends RenderTargetTexture {\r\n /**\r\n * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.\r\n * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n */\r\n public mirrorPlane = new Plane(0, 1, 0, 1);\r\n\r\n /**\r\n * Define the blur ratio used to blur the reflection if needed.\r\n */\r\n public set blurRatio(value: number) {\r\n if (this._blurRatio === value) {\r\n return;\r\n }\r\n\r\n this._blurRatio = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurRatio(): number {\r\n return this._blurRatio;\r\n }\r\n\r\n /**\r\n * Define the adaptive blur kernel used to blur the reflection if needed.\r\n * This will autocompute the closest best match for the `blurKernel`\r\n */\r\n public set adaptiveBlurKernel(value: number) {\r\n this._adaptiveBlurKernel = value;\r\n this._autoComputeBlurKernel();\r\n }\r\n\r\n /**\r\n * Define the blur kernel used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernel(value: number) {\r\n this.blurKernelX = value;\r\n this.blurKernelY = value;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the X Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelX(value: number) {\r\n if (this._blurKernelX === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelX = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelX(): number {\r\n return this._blurKernelX;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the Y Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelY(value: number) {\r\n if (this._blurKernelY === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelY = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelY(): number {\r\n return this._blurKernelY;\r\n }\r\n\r\n private _autoComputeBlurKernel(): void {\r\n const engine = this.getScene()!.getEngine();\r\n\r\n const dw = this.getRenderWidth() / engine.getRenderWidth();\r\n const dh = this.getRenderHeight() / engine.getRenderHeight();\r\n this.blurKernelX = this._adaptiveBlurKernel * dw;\r\n this.blurKernelY = this._adaptiveBlurKernel * dh;\r\n }\r\n\r\n protected _onRatioRescale(): void {\r\n if (this._sizeRatio) {\r\n this.resize(this._initialSizeParameter);\r\n if (!this._adaptiveBlurKernel) {\r\n this._preparePostProcesses();\r\n }\r\n }\r\n\r\n if (this._adaptiveBlurKernel) {\r\n this._autoComputeBlurKernel();\r\n }\r\n }\r\n\r\n private _updateGammaSpace() {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this.gammaSpace = !scene.imageProcessingConfiguration.isEnabled || !scene.imageProcessingConfiguration.applyByPostProcess;\r\n }\r\n\r\n private _imageProcessingConfigChangeObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n private _transformMatrix = Matrix.Zero();\r\n private _mirrorMatrix = Matrix.Zero();\r\n\r\n private _blurX: Nullable<BlurPostProcess>;\r\n private _blurY: Nullable<BlurPostProcess>;\r\n private _adaptiveBlurKernel = 0;\r\n private _blurKernelX = 0;\r\n private _blurKernelY = 0;\r\n private _blurRatio = 1.0;\r\n private _sceneUBO: UniformBuffer;\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /**\r\n * Instantiates a Mirror Texture.\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n * @param name\r\n * @param size\r\n * @param scene\r\n * @param generateMipMaps\r\n * @param type\r\n * @param samplingMode\r\n * @param generateDepthBuffer\r\n */\r\n constructor(\r\n name: string,\r\n size: number | { width: number; height: number } | { ratio: number },\r\n scene?: Scene,\r\n generateMipMaps?: boolean,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n samplingMode = Texture.BILINEAR_SAMPLINGMODE,\r\n generateDepthBuffer = true\r\n ) {\r\n super(name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer);\r\n\r\n scene = <Scene>this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n this.ignoreCameraViewport = true;\r\n\r\n this._updateGammaSpace();\r\n this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateGammaSpace();\r\n });\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.supportsUniformBuffers) {\r\n this._sceneUBO = scene.createSceneUniformBuffer(`Scene for Mirror Texture (name \"${name}\")`);\r\n }\r\n\r\n this.onBeforeBindObservable.add(() => {\r\n engine._debugPushGroup?.(`mirror generation for ${name}`, 1);\r\n });\r\n\r\n this.onAfterUnbindObservable.add(() => {\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n let saveClipPlane: Nullable<Plane>;\r\n\r\n this.onBeforeRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n this._currentSceneUBO = scene!.getSceneUniformBuffer();\r\n scene!.setSceneUniformBuffer(this._sceneUBO);\r\n scene!.getSceneUniformBuffer().unbindEffect();\r\n }\r\n\r\n Matrix.ReflectionToRef(this.mirrorPlane, this._mirrorMatrix);\r\n this._mirrorMatrix.multiplyToRef(scene!.getViewMatrix(), this._transformMatrix);\r\n\r\n scene!.setTransformMatrix(this._transformMatrix, scene!.getProjectionMatrix());\r\n\r\n saveClipPlane = scene!.clipPlane;\r\n scene!.clipPlane = this.mirrorPlane;\r\n\r\n scene!._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene!.activeCamera).globalPosition, this._mirrorMatrix);\r\n });\r\n\r\n this.onAfterRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n scene!.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene!.updateTransformMatrix();\r\n scene!._mirroredCameraPosition = null;\r\n\r\n scene!.clipPlane = saveClipPlane;\r\n });\r\n }\r\n\r\n private _preparePostProcesses(): void {\r\n this.clearPostProcesses(true);\r\n\r\n if (this._blurKernelX && this._blurKernelY) {\r\n const engine = (<Scene>this.getScene()).getEngine();\r\n\r\n const textureType =\r\n engine.getCaps().textureFloatRender && engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n this._blurX = new BlurPostProcess(\r\n \"horizontal blur\",\r\n new Vector2(1.0, 0),\r\n this._blurKernelX,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurX.autoClear = false;\r\n\r\n if (this._blurRatio === 1 && this.samples < 2 && this._texture) {\r\n this._blurX.inputTexture = this._renderTarget!;\r\n } else {\r\n this._blurX.alwaysForcePOT = true;\r\n }\r\n\r\n this._blurY = new BlurPostProcess(\r\n \"vertical blur\",\r\n new Vector2(0, 1.0),\r\n this._blurKernelY,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurY.autoClear = false;\r\n this._blurY.alwaysForcePOT = this._blurRatio !== 1;\r\n\r\n this.addPostProcess(this._blurX);\r\n this.addPostProcess(this._blurY);\r\n } else {\r\n if (this._blurY) {\r\n this.removePostProcess(this._blurY);\r\n this._blurY.dispose();\r\n this._blurY = null;\r\n }\r\n if (this._blurX) {\r\n this.removePostProcess(this._blurX);\r\n this._blurX.dispose();\r\n this._blurX = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clone the mirror texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): MirrorTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new MirrorTexture(\r\n this.name,\r\n textureSize.width,\r\n scene,\r\n this._renderTargetOptions.generateMipMaps,\r\n this._renderTargetOptions.type,\r\n this._renderTargetOptions.samplingMode,\r\n this._renderTargetOptions.generateDepthBuffer\r\n );\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Mirror Texture\r\n newTexture.mirrorPlane = this.mirrorPlane.clone();\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation you could use in Parse later on\r\n * @returns the serialized JSON representation\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.mirrorPlane = this.mirrorPlane.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose() {\r\n super.dispose();\r\n const scene = this.getScene();\r\n\r\n if (scene) {\r\n scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);\r\n }\r\n this._sceneUBO?.dispose();\r\n }\r\n}\r\n\r\nTexture._CreateMirror = (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean): MirrorTexture => {\r\n return new MirrorTexture(name, renderTargetSize, scene, generateMipMaps);\r\n};\r\n"]}
@@ -17,6 +17,41 @@ import "../../Engines/Extensions/engine.renderTarget";
17
17
  import "../../Engines/Extensions/engine.renderTargetCube";
18
18
  import { Engine } from "../../Engines/engine";
19
19
  declare type Material = import("../material").Material;
20
+ /**
21
+ * Options for the RenderTargetTexture constructor
22
+ */
23
+ export interface RenderTargetTextureOptions {
24
+ /** True if mip maps need to be generated after render */
25
+ generateMipMaps?: boolean;
26
+ /** True to not change the aspect ratio of the scene in the RTT */
27
+ doNotChangeAspectRatio?: boolean;
28
+ /** The type of the buffer in the RTT (int, half float, float...) */
29
+ type?: number;
30
+ /** True if a cube texture needs to be created */
31
+ isCube?: boolean;
32
+ /** The sampling mode to be usedwith the render target (Linear, Nearest...) */
33
+ samplingMode?: number;
34
+ /** True to generate a depth buffer */
35
+ generateDepthBuffer?: boolean;
36
+ /** True to generate a stencil buffer */
37
+ generateStencilBuffer?: boolean;
38
+ /** True if multiple textures need to be created (Draw Buffers) */
39
+ isMulti?: boolean;
40
+ /** The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...) */
41
+ format?: number;
42
+ /** if the texture allocation should be delayed (default: false) */
43
+ delayAllocation?: boolean;
44
+ /** sample count to use when creating the RTT */
45
+ samples?: number;
46
+ /** specific flags to use when creating the texture (e.g., Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures) */
47
+ creationFlags?: number;
48
+ /** True to indicate that no color target should be created. (e.g., if you only want to write to the depth buffer) */
49
+ noColorAttachment?: boolean;
50
+ /** Specifies the internal texture to use directly instead of creating one (ignores `noColorAttachment` flag when set) **/
51
+ colorAttachment?: InternalTexture;
52
+ /** True to create a SRGB texture */
53
+ useSRGBBuffer?: boolean;
54
+ }
20
55
  /**
21
56
  * This Helps creating a texture that will be created from a camera in your scene.
22
57
  * It is basically a dynamic texture that could be used to create special effects for instance.
@@ -224,6 +259,21 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
224
259
  * Otherwise, return null.
225
260
  */
226
261
  get depthStencilTexture(): Nullable<InternalTexture>;
262
+ /**
263
+ * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post process
264
+ * or used a shadow, depth texture...
265
+ * @param name The friendly name of the texture
266
+ * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
267
+ * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
268
+ * @param options The options for creating the render target texture.
269
+ */
270
+ constructor(name: string, size: number | {
271
+ width: number;
272
+ height: number;
273
+ layers?: number;
274
+ } | {
275
+ ratio: number;
276
+ }, scene?: Nullable<Scene>, options?: RenderTargetTextureOptions);
227
277
  /**
228
278
  * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post process
229
279
  * or used a shadow, depth texture...
@@ -241,8 +291,8 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
241
291
  * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
242
292
  * @param delayAllocation if the texture allocation should be delayed (default: false)
243
293
  * @param samples sample count to use when creating the RTT
244
- * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
245
- * @param noColorTarget True to indicate that no color target should be created. Useful if you only want to write to the depth buffer, for eg
294
+ * @param creationFlags specific flags to use when creating the texture (e.g., Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures)
295
+ * @param noColorAttachment True to indicate that no color target should be created. (e.g., if you only want to write to the depth buffer)
246
296
  * @param useSRGBBuffer True to create a SRGB texture
247
297
  */
248
298
  constructor(name: string, size: number | {
@@ -251,7 +301,7 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
251
301
  layers?: number;
252
302
  } | {
253
303
  ratio: number;
254
- }, scene?: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean, samples?: number, creationFlags?: number, noColorTarget?: boolean, useSRGBBuffer?: boolean);
304
+ }, scene?: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean, samples?: number, creationFlags?: number, noColorAttachment?: boolean, useSRGBBuffer?: boolean);
255
305
  /**
256
306
  * Creates a depth stencil texture.
257
307
  * This is only available in WebGL 2 or with the depth texture extension available.
@@ -15,29 +15,28 @@ import { DumpTools } from "../../Misc/dumpTools.js";
15
15
  * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
16
16
  */
17
17
  export class RenderTargetTexture extends Texture {
18
- /**
19
- * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post process
20
- * or used a shadow, depth texture...
21
- * @param name The friendly name of the texture
22
- * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
23
- * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
24
- * @param generateMipMaps True if mip maps need to be generated after render.
25
- * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
26
- * @param type The type of the buffer in the RTT (int, half float, float...)
27
- * @param isCube True if a cube texture needs to be created
28
- * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
29
- * @param generateDepthBuffer True to generate a depth buffer
30
- * @param generateStencilBuffer True to generate a stencil buffer
31
- * @param isMulti True if multiple textures need to be created (Draw Buffers)
32
- * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
33
- * @param delayAllocation if the texture allocation should be delayed (default: false)
34
- * @param samples sample count to use when creating the RTT
35
- * @param creationFlags specific flags to use when creating the texture (1 for storage textures, for eg)
36
- * @param noColorTarget True to indicate that no color target should be created. Useful if you only want to write to the depth buffer, for eg
37
- * @param useSRGBBuffer True to create a SRGB texture
38
- */
39
- constructor(name, size, scene, generateMipMaps, doNotChangeAspectRatio = true, type = 0, isCube = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, generateDepthBuffer = true, generateStencilBuffer = false, isMulti = false, format = 5, delayAllocation = false, samples, creationFlags, noColorTarget = false, useSRGBBuffer = false) {
40
- var _a;
18
+ /** @internal */
19
+ constructor(name, size, scene, generateMipMaps = false, doNotChangeAspectRatio = true, type = 0, isCube = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, generateDepthBuffer = true, generateStencilBuffer = false, isMulti = false, format = 5, delayAllocation = false, samples, creationFlags, noColorAttachment = false, useSRGBBuffer = false) {
20
+ var _a, _b, _c, _d;
21
+ let colorAttachment = undefined;
22
+ if (typeof generateMipMaps === "object") {
23
+ const options = generateMipMaps;
24
+ generateMipMaps = !!options.generateMipMaps;
25
+ doNotChangeAspectRatio = !!options.doNotChangeAspectRatio;
26
+ type = (_a = options.type) !== null && _a !== void 0 ? _a : 0;
27
+ isCube = !!options.isCube;
28
+ samplingMode = (_b = options.samplingMode) !== null && _b !== void 0 ? _b : Texture.TRILINEAR_SAMPLINGMODE;
29
+ generateDepthBuffer = !!options.generateDepthBuffer;
30
+ generateStencilBuffer = !!options.generateStencilBuffer;
31
+ isMulti = !!options.isMulti;
32
+ format = (_c = options.format) !== null && _c !== void 0 ? _c : 5;
33
+ delayAllocation = !!options.delayAllocation;
34
+ samples = options.samples;
35
+ creationFlags = options.creationFlags;
36
+ noColorAttachment = !!options.noColorAttachment;
37
+ useSRGBBuffer = !!options.useSRGBBuffer;
38
+ colorAttachment = options.colorAttachment;
39
+ }
41
40
  super(null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format);
42
41
  this._unObserveRenderList = null;
43
42
  this._renderListHasChanged = (_functionName, previousLength) => {
@@ -127,14 +126,15 @@ export class RenderTargetTexture extends Texture {
127
126
  this._renderTargetOptions = {
128
127
  generateMipMaps: generateMipMaps,
129
128
  type: type,
130
- format: (_a = this._format) !== null && _a !== void 0 ? _a : undefined,
129
+ format: (_d = this._format) !== null && _d !== void 0 ? _d : undefined,
131
130
  samplingMode: this.samplingMode,
132
131
  generateDepthBuffer: generateDepthBuffer,
133
132
  generateStencilBuffer: generateStencilBuffer,
134
133
  samples,
135
134
  creationFlags,
136
- noColorTarget,
135
+ noColorAttachment: noColorAttachment,
137
136
  useSRGBBuffer,
137
+ colorAttachment: colorAttachment,
138
138
  };
139
139
  if (this.samplingMode === Texture.NEAREST_SAMPLINGMODE) {
140
140
  this.wrapU = Texture.CLAMP_ADDRESSMODE;