@babylonjs/core 5.45.2 → 5.46.0

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 (525) hide show
  1. package/Actions/condition.js +23 -23
  2. package/Actions/condition.js.map +1 -1
  3. package/Animations/animatable.js +48 -48
  4. package/Animations/animatable.js.map +1 -1
  5. package/Animations/animation.js +53 -53
  6. package/Animations/animation.js.map +1 -1
  7. package/Animations/animationGroup.js +53 -53
  8. package/Animations/animationGroup.js.map +1 -1
  9. package/Animations/runtimeAnimation.js +36 -36
  10. package/Animations/runtimeAnimation.js.map +1 -1
  11. package/Audio/audioEngine.js +14 -14
  12. package/Audio/audioEngine.js.map +1 -1
  13. package/Audio/audioSceneComponent.js +14 -14
  14. package/Audio/audioSceneComponent.js.map +1 -1
  15. package/Audio/sound.js +47 -47
  16. package/Audio/sound.js.map +1 -1
  17. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +1 -1
  18. package/Behaviors/Meshes/fadeInOutBehavior.js +11 -11
  19. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  20. package/Behaviors/Meshes/pointerDragBehavior.js +34 -34
  21. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  22. package/Bones/bone.js +15 -15
  23. package/Bones/bone.js.map +1 -1
  24. package/Bones/boneIKController.js +9 -9
  25. package/Bones/boneIKController.js.map +1 -1
  26. package/Bones/boneLookController.js +50 -50
  27. package/Bones/boneLookController.js.map +1 -1
  28. package/Bones/skeleton.js +35 -35
  29. package/Bones/skeleton.js.map +1 -1
  30. package/Buffers/buffer.js +14 -14
  31. package/Buffers/buffer.js.map +1 -1
  32. package/Buffers/dataBuffer.js +6 -6
  33. package/Buffers/dataBuffer.js.map +1 -1
  34. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +42 -42
  35. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  36. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +18 -18
  37. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  38. package/Cameras/VR/vrExperienceHelper.js +178 -178
  39. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  40. package/Cameras/arcRotateCamera.js +176 -176
  41. package/Cameras/arcRotateCamera.js.map +1 -1
  42. package/Cameras/camera.js +90 -90
  43. package/Cameras/camera.js.map +1 -1
  44. package/Cameras/flyCamera.js +82 -82
  45. package/Cameras/flyCamera.js.map +1 -1
  46. package/Cameras/freeCamera.js +54 -54
  47. package/Cameras/freeCamera.js.map +1 -1
  48. package/Compute/computeShader.js +12 -12
  49. package/Compute/computeShader.js.map +1 -1
  50. package/Culling/ray.d.ts +1 -1
  51. package/Debug/axesViewer.js +12 -12
  52. package/Debug/axesViewer.js.map +1 -1
  53. package/Debug/debugLayer.js +21 -21
  54. package/Debug/debugLayer.js.map +1 -1
  55. package/Debug/directionalLightFrustumViewer.js +20 -20
  56. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  57. package/Debug/rayHelper.js +10 -10
  58. package/Debug/rayHelper.js.map +1 -1
  59. package/Debug/skeletonViewer.js +81 -81
  60. package/Debug/skeletonViewer.js.map +1 -1
  61. package/DeviceInput/InputDevices/deviceSource.d.ts +1 -1
  62. package/DeviceInput/InputDevices/deviceSourceManager.js +31 -31
  63. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  64. package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
  65. package/DeviceInput/internalDeviceSourceManager.d.ts +2 -2
  66. package/Engines/Extensions/engine.computeShader.d.ts +3 -3
  67. package/Engines/Extensions/engine.multiRender.js +1 -1
  68. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  69. package/Engines/Extensions/engine.query.d.ts +1 -1
  70. package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
  71. package/Engines/Extensions/engine.renderTarget.js +1 -1
  72. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  73. package/Engines/Native/nativeDataStream.d.ts +1 -1
  74. package/Engines/Native/nativeHardwareTexture.js +3 -3
  75. package/Engines/Native/nativeHardwareTexture.js.map +1 -1
  76. package/Engines/Native/nativeInterfaces.d.ts +5 -5
  77. package/Engines/Native/nativePipelineContext.js +7 -7
  78. package/Engines/Native/nativePipelineContext.js.map +1 -1
  79. package/Engines/Native/nativeRenderTargetWrapper.js +6 -6
  80. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  81. package/Engines/Processors/shaderCodeInliner.js +4 -4
  82. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  83. package/Engines/Processors/shaderProcessingOptions.d.ts +1 -1
  84. package/Engines/WebGL/webGLHardwareTexture.js +3 -3
  85. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  86. package/Engines/WebGPU/webgpuBufferManager.js +3 -3
  87. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  88. package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -6
  89. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  90. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +5 -5
  91. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  92. package/Engines/WebGPU/webgpuClearQuad.js +11 -11
  93. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  94. package/Engines/WebGPU/webgpuComputeContext.js +7 -7
  95. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  96. package/Engines/WebGPU/webgpuComputePipelineContext.js +4 -4
  97. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  98. package/Engines/WebGPU/webgpuDrawContext.js +7 -7
  99. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  100. package/Engines/WebGPU/webgpuHardwareTexture.js +9 -9
  101. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  102. package/Engines/WebGPU/webgpuMaterialContext.js +5 -5
  103. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  104. package/Engines/WebGPU/webgpuOcclusionQuery.js +10 -10
  105. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  106. package/Engines/WebGPU/webgpuPipelineContext.js +6 -6
  107. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  108. package/Engines/WebGPU/webgpuQuerySet.js +3 -3
  109. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  110. package/Engines/WebGPU/webgpuShaderProcessingContext.js +3 -3
  111. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  112. package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
  113. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  114. package/Engines/WebGPU/webgpuTimestampQuery.js +3 -3
  115. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  116. package/Engines/engine.js +134 -134
  117. package/Engines/engine.js.map +1 -1
  118. package/Engines/nativeEngine.js +6 -6
  119. package/Engines/nativeEngine.js.map +1 -1
  120. package/Engines/nullEngine.js +25 -25
  121. package/Engines/nullEngine.js.map +1 -1
  122. package/Engines/renderTargetWrapper.js +25 -25
  123. package/Engines/renderTargetWrapper.js.map +1 -1
  124. package/Engines/thinEngine.js +243 -243
  125. package/Engines/thinEngine.js.map +1 -1
  126. package/Engines/webgpuEngine.js +132 -132
  127. package/Engines/webgpuEngine.js.map +1 -1
  128. package/Events/keyboardEvents.js +10 -10
  129. package/Events/keyboardEvents.js.map +1 -1
  130. package/Events/pointerEvents.js +9 -9
  131. package/Events/pointerEvents.js.map +1 -1
  132. package/Gamepads/Controllers/poseEnabledController.js +9 -9
  133. package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
  134. package/Gamepads/Controllers/webVRController.js +13 -13
  135. package/Gamepads/Controllers/webVRController.js.map +1 -1
  136. package/Gamepads/gamepad.js +20 -20
  137. package/Gamepads/gamepad.js.map +1 -1
  138. package/Gizmos/axisDragGizmo.js +45 -45
  139. package/Gizmos/axisDragGizmo.js.map +1 -1
  140. package/Gizmos/axisScaleGizmo.js +12 -12
  141. package/Gizmos/axisScaleGizmo.js.map +1 -1
  142. package/Gizmos/boundingBoxGizmo.js +74 -74
  143. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  144. package/Gizmos/gizmo.js +34 -34
  145. package/Gizmos/gizmo.js.map +1 -1
  146. package/Gizmos/gizmoManager.js +40 -40
  147. package/Gizmos/gizmoManager.js.map +1 -1
  148. package/Gizmos/planeDragGizmo.js +23 -23
  149. package/Gizmos/planeDragGizmo.js.map +1 -1
  150. package/Gizmos/planeRotationGizmo.js +12 -12
  151. package/Gizmos/planeRotationGizmo.js.map +1 -1
  152. package/Gizmos/positionGizmo.js +40 -40
  153. package/Gizmos/positionGizmo.js.map +1 -1
  154. package/Gizmos/rotationGizmo.js +47 -47
  155. package/Gizmos/rotationGizmo.js.map +1 -1
  156. package/Gizmos/scaleGizmo.js +41 -41
  157. package/Gizmos/scaleGizmo.js.map +1 -1
  158. package/Helpers/environmentHelper.js +18 -18
  159. package/Helpers/environmentHelper.js.map +1 -1
  160. package/Helpers/textureDome.js +96 -96
  161. package/Helpers/textureDome.js.map +1 -1
  162. package/IAccessibilityTag.d.ts +2 -2
  163. package/Instrumentation/engineInstrumentation.js +21 -21
  164. package/Instrumentation/engineInstrumentation.js.map +1 -1
  165. package/Instrumentation/sceneInstrumentation.js +90 -90
  166. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  167. package/Layers/effectLayer.js +48 -48
  168. package/Layers/effectLayer.js.map +1 -1
  169. package/Layers/glowLayer.js +32 -32
  170. package/Layers/glowLayer.js.map +1 -1
  171. package/Layers/highlightLayer.js +26 -26
  172. package/Layers/highlightLayer.js.map +1 -1
  173. package/Layers/layer.js +40 -40
  174. package/Layers/layer.js.map +1 -1
  175. package/LensFlares/lensFlare.js +15 -15
  176. package/LensFlares/lensFlare.js.map +1 -1
  177. package/LensFlares/lensFlareSystem.js +4 -4
  178. package/LensFlares/lensFlareSystem.js.map +1 -1
  179. package/Lights/Shadows/cascadedShadowGenerator.js +18 -18
  180. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  181. package/Lights/Shadows/shadowGenerator.js +115 -115
  182. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  183. package/Lights/directionalLight.js +31 -31
  184. package/Lights/directionalLight.js.map +1 -1
  185. package/Lights/light.js +72 -72
  186. package/Lights/light.js.map +1 -1
  187. package/Lights/pointLight.js +18 -18
  188. package/Lights/pointLight.js.map +1 -1
  189. package/Lights/spotLight.js +30 -30
  190. package/Lights/spotLight.js.map +1 -1
  191. package/Loading/sceneLoader.d.ts +1 -1
  192. package/Materials/Background/backgroundMaterial.js +124 -124
  193. package/Materials/Background/backgroundMaterial.js.map +1 -1
  194. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +8 -8
  195. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/Dual/lightBlock.js +14 -14
  197. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +9 -9
  199. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/Dual/textureBlock.js +26 -26
  201. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/Input/inputBlock.js +34 -34
  203. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  204. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +14 -14
  205. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/PBR/reflectionBlock.js +16 -16
  207. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/customBlock.js +7 -7
  209. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/gradientBlock.js +13 -13
  211. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/triPlanarBlock.js +30 -30
  213. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  214. package/Materials/Node/nodeMaterial.d.ts +1 -1
  215. package/Materials/Node/nodeMaterial.js +60 -60
  216. package/Materials/Node/nodeMaterial.js.map +1 -1
  217. package/Materials/Node/nodeMaterialBlock.js +35 -35
  218. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  219. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +50 -50
  220. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  221. package/Materials/PBR/pbrAnisotropicConfiguration.js +5 -5
  222. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  223. package/Materials/PBR/pbrBRDFConfiguration.js +4 -4
  224. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  225. package/Materials/PBR/pbrBaseMaterial.js +52 -52
  226. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  227. package/Materials/PBR/pbrBaseSimpleMaterial.js +17 -17
  228. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  229. package/Materials/PBR/pbrClearCoatConfiguration.js +5 -5
  230. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  231. package/Materials/PBR/pbrIridescenceConfiguration.js +5 -5
  232. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  233. package/Materials/PBR/pbrMaterial.js +209 -209
  234. package/Materials/PBR/pbrMaterial.js.map +1 -1
  235. package/Materials/PBR/pbrSheenConfiguration.js +5 -5
  236. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  237. package/Materials/PBR/pbrSpecularGlossinessMaterial.js +6 -6
  238. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  239. package/Materials/PBR/pbrSubSurfaceConfiguration.js +51 -51
  240. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  241. package/Materials/Textures/baseTexture.js +99 -99
  242. package/Materials/Textures/baseTexture.js.map +1 -1
  243. package/Materials/Textures/cubeTexture.js +61 -61
  244. package/Materials/Textures/cubeTexture.js.map +1 -1
  245. package/Materials/Textures/externalTexture.js +16 -16
  246. package/Materials/Textures/externalTexture.js.map +1 -1
  247. package/Materials/Textures/hdrCubeTexture.js +44 -44
  248. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  249. package/Materials/Textures/internalTexture.js +31 -31
  250. package/Materials/Textures/internalTexture.js.map +1 -1
  251. package/Materials/Textures/mirrorTexture.js +73 -73
  252. package/Materials/Textures/mirrorTexture.js.map +1 -1
  253. package/Materials/Textures/multiRenderTarget.js +47 -47
  254. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  255. package/Materials/Textures/rawTexture2DArray.js +6 -6
  256. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  257. package/Materials/Textures/renderTargetTexture.js +142 -142
  258. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  259. package/Materials/Textures/texture.d.ts +1 -1
  260. package/Materials/Textures/texture.js +26 -26
  261. package/Materials/Textures/texture.js.map +1 -1
  262. package/Materials/Textures/textureCreationOptions.d.ts +1 -1
  263. package/Materials/Textures/textureSampler.js +20 -20
  264. package/Materials/Textures/textureSampler.js.map +1 -1
  265. package/Materials/Textures/thinRenderTargetTexture.js +6 -6
  266. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  267. package/Materials/Textures/thinTexture.js +39 -39
  268. package/Materials/Textures/thinTexture.js.map +1 -1
  269. package/Materials/Textures/videoTexture.js +40 -40
  270. package/Materials/Textures/videoTexture.js.map +1 -1
  271. package/Materials/drawWrapper.js +6 -6
  272. package/Materials/drawWrapper.js.map +1 -1
  273. package/Materials/effect.js +18 -18
  274. package/Materials/effect.js.map +1 -1
  275. package/Materials/effectRenderer.js +9 -9
  276. package/Materials/effectRenderer.js.map +1 -1
  277. package/Materials/fresnelParameters.d.ts +2 -2
  278. package/Materials/fresnelParameters.js +13 -13
  279. package/Materials/fresnelParameters.js.map +1 -1
  280. package/Materials/material.detailMapConfiguration.js +5 -5
  281. package/Materials/material.detailMapConfiguration.js.map +1 -1
  282. package/Materials/material.js +223 -223
  283. package/Materials/material.js.map +1 -1
  284. package/Materials/materialPluginBase.js +5 -5
  285. package/Materials/materialPluginBase.js.map +1 -1
  286. package/Materials/materialPluginEvent.d.ts +14 -14
  287. package/Materials/materialPluginManager.d.ts +1 -1
  288. package/Materials/multiMaterial.js +16 -16
  289. package/Materials/multiMaterial.js.map +1 -1
  290. package/Materials/shadowDepthWrapper.js +14 -14
  291. package/Materials/shadowDepthWrapper.js.map +1 -1
  292. package/Materials/standardMaterial.js +100 -100
  293. package/Materials/standardMaterial.js.map +1 -1
  294. package/Materials/uniformBufferEffectCommonAccessor.js +3 -3
  295. package/Materials/uniformBufferEffectCommonAccessor.js.map +1 -1
  296. package/Maths/math.functions.js +2 -0
  297. package/Maths/math.functions.js.map +1 -1
  298. package/Maths/math.path.js +11 -11
  299. package/Maths/math.path.js.map +1 -1
  300. package/Maths/math.vector.d.ts +6 -7
  301. package/Maths/math.vector.js +48 -48
  302. package/Maths/math.vector.js.map +1 -1
  303. package/Meshes/Builders/goldbergBuilder.d.ts +2 -2
  304. package/Meshes/Compression/dracoCompression.js +23 -23
  305. package/Meshes/Compression/dracoCompression.js.map +1 -1
  306. package/Meshes/Compression/meshoptCompression.js +9 -9
  307. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  308. package/Meshes/abstractMesh.js +179 -179
  309. package/Meshes/abstractMesh.js.map +1 -1
  310. package/Meshes/geometry.js +32 -32
  311. package/Meshes/geometry.js.map +1 -1
  312. package/Meshes/goldbergMesh.d.ts +1 -1
  313. package/Meshes/linesMesh.js +3 -3
  314. package/Meshes/linesMesh.js.map +1 -1
  315. package/Meshes/mesh.js +165 -165
  316. package/Meshes/mesh.js.map +1 -1
  317. package/Meshes/mesh.vertexData.js.map +1 -1
  318. package/Meshes/polygonMesh.js +5 -5
  319. package/Meshes/polygonMesh.js.map +1 -1
  320. package/Meshes/subMesh.js +59 -59
  321. package/Meshes/subMesh.js.map +1 -1
  322. package/Meshes/transformNode.js +52 -52
  323. package/Meshes/transformNode.js.map +1 -1
  324. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +1 -1
  325. package/Misc/PerformanceViewer/performanceViewerCollector.js +12 -12
  326. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  327. package/Misc/arrayTools.d.ts +1 -1
  328. package/Misc/copyTextureToTexture.js +3 -3
  329. package/Misc/copyTextureToTexture.js.map +1 -1
  330. package/Misc/coroutine.d.ts +5 -5
  331. package/Misc/deferred.js +9 -9
  332. package/Misc/deferred.js.map +1 -1
  333. package/Misc/depthReducer.js +7 -7
  334. package/Misc/depthReducer.js.map +1 -1
  335. package/Misc/environmentTextureTools.d.ts +1 -1
  336. package/Misc/error.d.ts +1 -1
  337. package/Misc/fileTools.d.ts +5 -5
  338. package/Misc/filesInput.js +6 -6
  339. package/Misc/filesInput.js.map +1 -1
  340. package/Misc/khronosTextureContainer2.js +9 -9
  341. package/Misc/khronosTextureContainer2.js.map +1 -1
  342. package/Misc/observable.js +12 -12
  343. package/Misc/observable.js.map +1 -1
  344. package/Misc/perfCounter.js +16 -16
  345. package/Misc/perfCounter.js.map +1 -1
  346. package/Misc/sceneOptimizer.js +76 -76
  347. package/Misc/sceneOptimizer.js.map +1 -1
  348. package/Misc/stringDictionary.d.ts +1 -1
  349. package/Misc/trajectoryClassifier.js +67 -67
  350. package/Misc/trajectoryClassifier.js.map +1 -1
  351. package/Misc/videoRecorder.js +15 -15
  352. package/Misc/videoRecorder.js.map +1 -1
  353. package/Misc/virtualJoystick.js +12 -12
  354. package/Misc/virtualJoystick.js.map +1 -1
  355. package/Morph/morphTarget.js +28 -28
  356. package/Morph/morphTarget.js.map +1 -1
  357. package/Morph/morphTargetManager.js +18 -18
  358. package/Morph/morphTargetManager.js.map +1 -1
  359. package/Offline/database.js +12 -12
  360. package/Offline/database.js.map +1 -1
  361. package/Particles/EmitterTypes/coneParticleEmitter.js +25 -25
  362. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  363. package/Particles/EmitterTypes/meshParticleEmitter.js +20 -20
  364. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  365. package/Particles/baseParticleSystem.js +232 -232
  366. package/Particles/baseParticleSystem.js.map +1 -1
  367. package/Particles/cloudPoint.js +9 -9
  368. package/Particles/cloudPoint.js.map +1 -1
  369. package/Particles/gpuParticleSystem.js +123 -123
  370. package/Particles/gpuParticleSystem.js.map +1 -1
  371. package/Particles/particleSystem.js +102 -102
  372. package/Particles/particleSystem.js.map +1 -1
  373. package/Particles/pointsCloudSystem.js +18 -18
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type { Engine } from \"../../Engines/engine\";\r\nimport { DeviceType } from \"./deviceEnums\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { DeviceSource } from \"./deviceSource\";\r\nimport type { IObservableManager, DeviceSourceType } from \"../internalDeviceSourceManager\";\r\nimport { InternalDeviceSourceManager } from \"../internalDeviceSourceManager\";\r\nimport type { IDisposable } from \"../../scene\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { IKeyboardEvent, IPointerEvent, IUIEvent, IWheelEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Class to keep track of devices\r\n */\r\nexport class DeviceSourceManager implements IDisposable, IObservableManager {\r\n // Public Members\r\n /**\r\n * Observable to be triggered when after a device is connected, any new observers added will be triggered against already connected devices\r\n */\r\n public readonly onDeviceConnectedObservable: Observable<DeviceSourceType>;\r\n\r\n /**\r\n * Observable to be triggered when after a device is disconnected\r\n */\r\n public readonly onDeviceDisconnectedObservable: Observable<DeviceSourceType>;\r\n\r\n // Private Members\r\n private _engine: Engine;\r\n private _onDisposeObserver: Nullable<Observer<ThinEngine>>;\r\n private readonly _devices: Array<Array<DeviceSource<DeviceType>>>;\r\n private readonly _firstDevice: Array<number>;\r\n\r\n // Public Functions\r\n /**\r\n * Gets a DeviceSource, given a type and slot\r\n * @param deviceType - Type of Device\r\n * @param deviceSlot - Slot or ID of device\r\n * @returns DeviceSource\r\n */\r\n public getDeviceSource<T extends DeviceType>(deviceType: T, deviceSlot?: number): Nullable<DeviceSource<T>> {\r\n if (deviceSlot === undefined) {\r\n if (this._firstDevice[deviceType] === undefined) {\r\n return null;\r\n }\r\n\r\n deviceSlot = this._firstDevice[deviceType];\r\n }\r\n\r\n if (!this._devices[deviceType] || this._devices[deviceType][deviceSlot] === undefined) {\r\n return null;\r\n }\r\n\r\n return this._devices[deviceType][deviceSlot] as DeviceSource<T>;\r\n }\r\n /**\r\n * Gets an array of DeviceSource objects for a given device type\r\n * @param deviceType - Type of Device\r\n * @returns All available DeviceSources of a given type\r\n */\r\n public getDeviceSources<T extends DeviceType>(deviceType: T): ReadonlyArray<DeviceSource<T>> {\r\n // If device type hasn't had any devices connected yet, return empty array.\r\n if (!this._devices[deviceType]) {\r\n return [];\r\n }\r\n return this._devices[deviceType].filter((source) => {\r\n return !!source;\r\n }) as Array<DeviceSource<T>>;\r\n }\r\n\r\n /**\r\n * Default constructor\r\n * @param engine - Used to get canvas (if applicable)\r\n */\r\n constructor(engine: Engine) {\r\n const numberOfDeviceTypes = Object.keys(DeviceType).length / 2;\r\n this._devices = new Array(numberOfDeviceTypes);\r\n this._firstDevice = new Array(numberOfDeviceTypes);\r\n this._engine = engine;\r\n\r\n if (!this._engine._deviceSourceManager) {\r\n this._engine._deviceSourceManager = new InternalDeviceSourceManager(engine);\r\n }\r\n this._engine._deviceSourceManager._refCount++;\r\n\r\n // Observables\r\n this.onDeviceConnectedObservable = new Observable((observer) => {\r\n for (const devices of this._devices) {\r\n if (devices) {\r\n for (const device of devices) {\r\n if (device) {\r\n this.onDeviceConnectedObservable.notifyObserver(observer, device as DeviceSourceType);\r\n }\r\n }\r\n }\r\n }\r\n });\r\n this.onDeviceDisconnectedObservable = new Observable();\r\n\r\n this._engine._deviceSourceManager.registerManager(this);\r\n\r\n this._onDisposeObserver = engine.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Dispose of DeviceSourceManager\r\n */\r\n public dispose(): void {\r\n // Null out observable refs\r\n this.onDeviceConnectedObservable.clear();\r\n this.onDeviceDisconnectedObservable.clear();\r\n\r\n if (this._engine._deviceSourceManager) {\r\n this._engine._deviceSourceManager.unregisterManager(this);\r\n if (--this._engine._deviceSourceManager._refCount < 1) {\r\n this._engine._deviceSourceManager.dispose();\r\n delete this._engine._deviceSourceManager;\r\n }\r\n }\r\n this._engine.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n\r\n // Hidden Functions\r\n /**\r\n * @param deviceSource - Source to add\r\n * @internal\r\n */\r\n public _addDevice(deviceSource: DeviceSourceType): void {\r\n if (!this._devices[deviceSource.deviceType]) {\r\n this._devices[deviceSource.deviceType] = new Array();\r\n }\r\n\r\n if (!this._devices[deviceSource.deviceType][deviceSource.deviceSlot]) {\r\n this._devices[deviceSource.deviceType][deviceSource.deviceSlot] = deviceSource;\r\n this._updateFirstDevices(deviceSource.deviceType);\r\n }\r\n\r\n this.onDeviceConnectedObservable.notifyObservers(deviceSource);\r\n }\r\n\r\n /**\r\n * @param deviceType - DeviceType\r\n * @param deviceSlot - DeviceSlot\r\n * @internal\r\n */\r\n public _removeDevice(deviceType: DeviceType, deviceSlot: number): void {\r\n const deviceSource = this._devices[deviceType]?.[deviceSlot]; // Grab local reference to use before removing from devices\r\n this.onDeviceDisconnectedObservable.notifyObservers(deviceSource as DeviceSourceType);\r\n if (this._devices[deviceType]?.[deviceSlot]) {\r\n delete this._devices[deviceType][deviceSlot];\r\n }\r\n // Even if we don't delete a device, we should still check for the first device as things may have gotten out of sync.\r\n this._updateFirstDevices(deviceType);\r\n }\r\n\r\n /**\r\n * @param deviceType - DeviceType\r\n * @param deviceSlot - DeviceSlot\r\n * @param eventData - Event\r\n * @internal\r\n */\r\n public _onInputChanged<T extends DeviceType>(deviceType: T, deviceSlot: number, eventData: IUIEvent): void {\r\n this._devices[deviceType]?.[deviceSlot]?.onInputChangedObservable.notifyObservers(eventData as IKeyboardEvent | IWheelEvent | IPointerEvent);\r\n }\r\n\r\n // Private Functions\r\n private _updateFirstDevices(type: DeviceType): void {\r\n switch (type) {\r\n case DeviceType.Keyboard:\r\n case DeviceType.Mouse:\r\n this._firstDevice[type] = 0;\r\n break;\r\n case DeviceType.Touch:\r\n case DeviceType.DualSense:\r\n case DeviceType.DualShock:\r\n case DeviceType.Xbox:\r\n case DeviceType.Switch:\r\n case DeviceType.Generic: {\r\n delete this._firstDevice[type];\r\n // eslint-disable-next-line no-case-declarations\r\n const devices = this._devices[type];\r\n if (devices) {\r\n for (let i = 0; i < devices.length; i++) {\r\n if (devices[i]) {\r\n this._firstDevice[type] = i;\r\n break;\r\n }\r\n }\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Engine } from \"../../Engines/engine\";\r\nimport { DeviceType } from \"./deviceEnums\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { DeviceSource } from \"./deviceSource\";\r\nimport type { IObservableManager, DeviceSourceType } from \"../internalDeviceSourceManager\";\r\nimport { InternalDeviceSourceManager } from \"../internalDeviceSourceManager\";\r\nimport type { IDisposable } from \"../../scene\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { IKeyboardEvent, IPointerEvent, IUIEvent, IWheelEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Class to keep track of devices\r\n */\r\nexport class DeviceSourceManager implements IDisposable, IObservableManager {\r\n // Public Members\r\n /**\r\n * Observable to be triggered when after a device is connected, any new observers added will be triggered against already connected devices\r\n */\r\n public readonly onDeviceConnectedObservable: Observable<DeviceSourceType>;\r\n\r\n /**\r\n * Observable to be triggered when after a device is disconnected\r\n */\r\n public readonly onDeviceDisconnectedObservable: Observable<DeviceSourceType>;\r\n\r\n // Private Members\r\n private _engine: Engine;\r\n private _onDisposeObserver: Nullable<Observer<ThinEngine>>;\r\n private readonly _devices: Array<Array<DeviceSource<DeviceType>>>;\r\n private readonly _firstDevice: Array<number>;\r\n\r\n // Public Functions\r\n /**\r\n * Gets a DeviceSource, given a type and slot\r\n * @param deviceType - Type of Device\r\n * @param deviceSlot - Slot or ID of device\r\n * @returns DeviceSource\r\n */\r\n public getDeviceSource<T extends DeviceType>(deviceType: T, deviceSlot?: number): Nullable<DeviceSource<T>> {\r\n if (deviceSlot === undefined) {\r\n if (this._firstDevice[deviceType] === undefined) {\r\n return null;\r\n }\r\n\r\n deviceSlot = this._firstDevice[deviceType];\r\n }\r\n\r\n if (!this._devices[deviceType] || this._devices[deviceType][deviceSlot] === undefined) {\r\n return null;\r\n }\r\n\r\n return this._devices[deviceType][deviceSlot] as DeviceSource<T>;\r\n }\r\n /**\r\n * Gets an array of DeviceSource objects for a given device type\r\n * @param deviceType - Type of Device\r\n * @returns All available DeviceSources of a given type\r\n */\r\n public getDeviceSources<T extends DeviceType>(deviceType: T): ReadonlyArray<DeviceSource<T>> {\r\n // If device type hasn't had any devices connected yet, return empty array.\r\n if (!this._devices[deviceType]) {\r\n return [];\r\n }\r\n return this._devices[deviceType].filter((source) => {\r\n return !!source;\r\n }) as Array<DeviceSource<T>>;\r\n }\r\n\r\n /**\r\n * Default constructor\r\n * @param engine - Used to get canvas (if applicable)\r\n */\r\n constructor(engine: Engine) {\r\n const numberOfDeviceTypes = Object.keys(DeviceType).length / 2;\r\n this._devices = new Array(numberOfDeviceTypes);\r\n this._firstDevice = new Array(numberOfDeviceTypes);\r\n this._engine = engine;\r\n\r\n if (!this._engine._deviceSourceManager) {\r\n this._engine._deviceSourceManager = new InternalDeviceSourceManager(engine);\r\n }\r\n this._engine._deviceSourceManager._refCount++;\r\n\r\n // Observables\r\n this.onDeviceConnectedObservable = new Observable((observer) => {\r\n for (const devices of this._devices) {\r\n if (devices) {\r\n for (const device of devices) {\r\n if (device) {\r\n this.onDeviceConnectedObservable.notifyObserver(observer, device as DeviceSourceType);\r\n }\r\n }\r\n }\r\n }\r\n });\r\n this.onDeviceDisconnectedObservable = new Observable();\r\n\r\n this._engine._deviceSourceManager.registerManager(this);\r\n\r\n this._onDisposeObserver = engine.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Dispose of DeviceSourceManager\r\n */\r\n public dispose(): void {\r\n // Null out observable refs\r\n this.onDeviceConnectedObservable.clear();\r\n this.onDeviceDisconnectedObservable.clear();\r\n\r\n if (this._engine._deviceSourceManager) {\r\n this._engine._deviceSourceManager.unregisterManager(this);\r\n if (--this._engine._deviceSourceManager._refCount < 1) {\r\n this._engine._deviceSourceManager.dispose();\r\n delete this._engine._deviceSourceManager;\r\n }\r\n }\r\n this._engine.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n\r\n // Hidden Functions\r\n /**\r\n * @param deviceSource - Source to add\r\n * @internal\r\n */\r\n public _addDevice(deviceSource: DeviceSourceType): void {\r\n if (!this._devices[deviceSource.deviceType]) {\r\n this._devices[deviceSource.deviceType] = new Array();\r\n }\r\n\r\n if (!this._devices[deviceSource.deviceType][deviceSource.deviceSlot]) {\r\n this._devices[deviceSource.deviceType][deviceSource.deviceSlot] = deviceSource;\r\n this._updateFirstDevices(deviceSource.deviceType);\r\n }\r\n\r\n this.onDeviceConnectedObservable.notifyObservers(deviceSource);\r\n }\r\n\r\n /**\r\n * @param deviceType - DeviceType\r\n * @param deviceSlot - DeviceSlot\r\n * @internal\r\n */\r\n public _removeDevice(deviceType: DeviceType, deviceSlot: number): void {\r\n const deviceSource = this._devices[deviceType]?.[deviceSlot]; // Grab local reference to use before removing from devices\r\n this.onDeviceDisconnectedObservable.notifyObservers(deviceSource as DeviceSourceType);\r\n if (this._devices[deviceType]?.[deviceSlot]) {\r\n delete this._devices[deviceType][deviceSlot];\r\n }\r\n // Even if we don't delete a device, we should still check for the first device as things may have gotten out of sync.\r\n this._updateFirstDevices(deviceType);\r\n }\r\n\r\n /**\r\n * @param deviceType - DeviceType\r\n * @param deviceSlot - DeviceSlot\r\n * @param eventData - Event\r\n * @internal\r\n */\r\n public _onInputChanged<T extends DeviceType>(deviceType: T, deviceSlot: number, eventData: IUIEvent): void {\r\n this._devices[deviceType]?.[deviceSlot]?.onInputChangedObservable.notifyObservers(eventData as IKeyboardEvent | IWheelEvent | IPointerEvent);\r\n }\r\n\r\n // Private Functions\r\n private _updateFirstDevices(type: DeviceType): void {\r\n switch (type) {\r\n case DeviceType.Keyboard:\r\n case DeviceType.Mouse:\r\n this._firstDevice[type] = 0;\r\n break;\r\n case DeviceType.Touch:\r\n case DeviceType.DualSense:\r\n case DeviceType.DualShock:\r\n case DeviceType.Xbox:\r\n case DeviceType.Switch:\r\n case DeviceType.Generic: {\r\n delete this._firstDevice[type];\r\n // eslint-disable-next-line no-case-declarations\r\n const devices = this._devices[type];\r\n if (devices) {\r\n for (let i = 0; i < devices.length; i++) {\r\n if (devices[i]) {\r\n this._firstDevice[type] = i;\r\n break;\r\n }\r\n }\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -2,4 +2,4 @@ import type { DeviceType, PointerInput, DualShockInput, XboxInput, SwitchInput,
2
2
  /**
3
3
  * Type to handle enforcement of inputs
4
4
  */
5
- export declare type DeviceInput<T extends DeviceType> = T extends DeviceType.Keyboard | DeviceType.Generic ? number : T extends DeviceType.Mouse | DeviceType.Touch ? Exclude<PointerInput, PointerInput.Move | PointerInput.MouseWheelX | PointerInput.MouseWheelY | PointerInput.MouseWheelZ> : T extends DeviceType.DualShock ? DualShockInput : T extends DeviceType.Xbox ? XboxInput : T extends DeviceType.Switch ? SwitchInput : T extends DeviceType.DualSense ? DualSenseInput : never;
5
+ export type DeviceInput<T extends DeviceType> = T extends DeviceType.Keyboard | DeviceType.Generic ? number : T extends DeviceType.Mouse | DeviceType.Touch ? Exclude<PointerInput, PointerInput.Move | PointerInput.MouseWheelX | PointerInput.MouseWheelY | PointerInput.MouseWheelZ> : T extends DeviceType.DualShock ? DualShockInput : T extends DeviceType.Xbox ? XboxInput : T extends DeviceType.Switch ? SwitchInput : T extends DeviceType.DualSense ? DualSenseInput : never;
@@ -5,8 +5,8 @@ import type { IDeviceInputSystem } from "./inputInterfaces";
5
5
  import { DeviceSource } from "./InputDevices/deviceSource";
6
6
  import type { Engine } from "../Engines/engine";
7
7
  import type { IUIEvent } from "../Events/deviceInputEvents";
8
- declare type Distribute<T> = T extends DeviceType ? DeviceSource<T> : never;
9
- export declare type DeviceSourceType = Distribute<DeviceType>;
8
+ type Distribute<T> = T extends DeviceType ? DeviceSource<T> : never;
9
+ export type DeviceSourceType = Distribute<DeviceType>;
10
10
  declare module "../Engines/engine" {
11
11
  interface Engine {
12
12
  /** @internal */
@@ -6,7 +6,7 @@ import type { Nullable } from "../../types";
6
6
  * Type used to locate a resource in a compute shader.
7
7
  * TODO: remove this when browsers support reflection for wgsl shaders
8
8
  */
9
- export declare type ComputeBindingLocation = {
9
+ export type ComputeBindingLocation = {
10
10
  group: number;
11
11
  binding: number;
12
12
  };
@@ -14,7 +14,7 @@ export declare type ComputeBindingLocation = {
14
14
  * Type used to lookup a resource and retrieve its binding location
15
15
  * TODO: remove this when browsers support reflection for wgsl shaders
16
16
  */
17
- export declare type ComputeBindingMapping = {
17
+ export type ComputeBindingMapping = {
18
18
  [key: string]: ComputeBindingLocation;
19
19
  };
20
20
  /** @internal */
@@ -27,7 +27,7 @@ export declare enum ComputeBindingType {
27
27
  Sampler = 5
28
28
  }
29
29
  /** @internal */
30
- export declare type ComputeBindingList = {
30
+ export type ComputeBindingList = {
31
31
  [key: string]: {
32
32
  type: ComputeBindingType;
33
33
  object: any;
@@ -263,7 +263,7 @@ ThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rt
263
263
  gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);
264
264
  rtWrapper._MSAAFramebuffer = null;
265
265
  }
266
- if (samples > 1 && gl.renderbufferStorageMultisample) {
266
+ if (samples > 1 && typeof gl.renderbufferStorageMultisample === "function") {
267
267
  const framebuffer = gl.createFramebuffer();
268
268
  if (!framebuffer) {
269
269
  throw new Error("Unable to create multi sampled framebuffer");
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[]): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.restoreSingleAttachment = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.BACK]);\r\n};\r\n\r\nThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.COLOR_ATTACHMENT0]);\r\n};\r\n\r\nThinEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const gl = this._gl;\r\n\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push((<any>gl)[\"COLOR_ATTACHMENT\" + i]);\r\n } else {\r\n result.push(gl.NONE);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n const gl = this._gl;\r\n\r\n gl.drawBuffers(attachments);\r\n};\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: WebGLRenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n this._currentRenderTarget = null;\r\n\r\n // If MSAA, we need to bitblt back to main texture\r\n const gl = this._gl;\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, rtWrapper._framebuffer);\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n\r\n for (let j = 0; j < count; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (rtWrapper._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers: boolean = true): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n\r\n let types = new Array<number>();\r\n let samplingModes = new Array<number>();\r\n let useSRGBBuffers = new Array<boolean>();\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGLRenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n if (\r\n this.webGLVersion > 1 &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8)\r\n ) {\r\n depthTextureFormat = options.depthTextureFormat;\r\n }\r\n }\r\n const gl = this._gl;\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n const useStencilTexture =\r\n this.webGLVersion > 1 &&\r\n generateDepthTexture &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8);\r\n const depthStencilBuffer = this._setupFramebufferDepthAttachments(!useStencilTexture && generateStencilBuffer, !generateDepthTexture && generateDepthBuffer, width, height);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._depthStencilBuffer = depthStencilBuffer;\r\n rtWrapper._generateDepthBuffer = !generateDepthTexture && generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = !useStencilTexture && generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n let useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n useSRGBBuffer = useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU);\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n textures.push(texture);\r\n attachments.push(attachment);\r\n\r\n gl.activeTexture((<any>gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource);\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n const internalSizedFormat = this._getRGBABufferInternalSizedFormat(type, Constants.TEXTUREFORMAT_RGBA, useSRGBBuffer);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalSizedFormat, width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);\r\n\r\n gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension) {\r\n // Depth texture\r\n const depthTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n\r\n let depthTextureType = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n let glDepthTextureInternalFormat = gl.DEPTH_COMPONENT16;\r\n let glDepthTextureFormat = gl.DEPTH_COMPONENT;\r\n let glDepthTextureType = gl.UNSIGNED_SHORT;\r\n let glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n if (this.webGLVersion < 2) {\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT;\r\n } else {\r\n if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n depthTextureType = Constants.TEXTURETYPE_FLOAT;\r\n glDepthTextureType = gl.FLOAT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n glDepthTextureInternalFormat = gl.DEPTH32F_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.UNSIGNED_INT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT24;\r\n glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 || depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n glDepthTextureType = gl.UNSIGNED_INT_24_8;\r\n glDepthTextureInternalFormat = gl.DEPTH24_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n }\r\n }\r\n\r\n gl.activeTexture(gl.TEXTURE0);\r\n gl.bindTexture(gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource, 0);\r\n\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n depthTexture.format = depthTextureFormat;\r\n depthTexture.type = depthTextureType;\r\n\r\n textures.push(depthTexture);\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n rtWrapper.setTextures(textures);\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n this.resetTextureCache();\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (\r\n rtWrapper: Nullable<WebGLRenderTargetWrapper>,\r\n samples: number,\r\n initializeBuffers: boolean = true\r\n): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper._attachments!.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n const useDepthStencil = !!rtWrapper._depthStencilBuffer;\r\n if (useDepthStencil) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const attachments = [];\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n const colorRenderbuffer = hardwareTexture._MSAARenderBuffer\r\n ? this._updateRenderBuffer(\r\n hardwareTexture._MSAARenderBuffer,\r\n texture.width,\r\n texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(texture.type),\r\n attachment\r\n )\r\n : this._createRenderBuffer(texture.width, texture.height, samples, -1 /* not used */, this._getRGBAMultiSampleBufferFormat(texture.type), attachment);\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture._MSAARenderBuffer = colorRenderbuffer;\r\n texture.samples = samples;\r\n\r\n attachments.push(attachment);\r\n }\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n if (useDepthStencil) {\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[]): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.restoreSingleAttachment = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.BACK]);\r\n};\r\n\r\nThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.COLOR_ATTACHMENT0]);\r\n};\r\n\r\nThinEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const gl = this._gl;\r\n\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push((<any>gl)[\"COLOR_ATTACHMENT\" + i]);\r\n } else {\r\n result.push(gl.NONE);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n const gl = this._gl;\r\n\r\n gl.drawBuffers(attachments);\r\n};\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: WebGLRenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n this._currentRenderTarget = null;\r\n\r\n // If MSAA, we need to bitblt back to main texture\r\n const gl = this._gl;\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, rtWrapper._framebuffer);\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n\r\n for (let j = 0; j < count; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (rtWrapper._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers: boolean = true): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n\r\n let types = new Array<number>();\r\n let samplingModes = new Array<number>();\r\n let useSRGBBuffers = new Array<boolean>();\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGLRenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n if (\r\n this.webGLVersion > 1 &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8)\r\n ) {\r\n depthTextureFormat = options.depthTextureFormat;\r\n }\r\n }\r\n const gl = this._gl;\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n const useStencilTexture =\r\n this.webGLVersion > 1 &&\r\n generateDepthTexture &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8);\r\n const depthStencilBuffer = this._setupFramebufferDepthAttachments(!useStencilTexture && generateStencilBuffer, !generateDepthTexture && generateDepthBuffer, width, height);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._depthStencilBuffer = depthStencilBuffer;\r\n rtWrapper._generateDepthBuffer = !generateDepthTexture && generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = !useStencilTexture && generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n let useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n useSRGBBuffer = useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU);\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n textures.push(texture);\r\n attachments.push(attachment);\r\n\r\n gl.activeTexture((<any>gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource);\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n const internalSizedFormat = this._getRGBABufferInternalSizedFormat(type, Constants.TEXTUREFORMAT_RGBA, useSRGBBuffer);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalSizedFormat, width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);\r\n\r\n gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension) {\r\n // Depth texture\r\n const depthTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n\r\n let depthTextureType = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n let glDepthTextureInternalFormat = gl.DEPTH_COMPONENT16;\r\n let glDepthTextureFormat = gl.DEPTH_COMPONENT;\r\n let glDepthTextureType = gl.UNSIGNED_SHORT;\r\n let glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n if (this.webGLVersion < 2) {\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT;\r\n } else {\r\n if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n depthTextureType = Constants.TEXTURETYPE_FLOAT;\r\n glDepthTextureType = gl.FLOAT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n glDepthTextureInternalFormat = gl.DEPTH32F_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.UNSIGNED_INT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT24;\r\n glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 || depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n glDepthTextureType = gl.UNSIGNED_INT_24_8;\r\n glDepthTextureInternalFormat = gl.DEPTH24_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n }\r\n }\r\n\r\n gl.activeTexture(gl.TEXTURE0);\r\n gl.bindTexture(gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource, 0);\r\n\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n depthTexture.format = depthTextureFormat;\r\n depthTexture.type = depthTextureType;\r\n\r\n textures.push(depthTexture);\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n rtWrapper.setTextures(textures);\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n this.resetTextureCache();\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (\r\n rtWrapper: Nullable<WebGLRenderTargetWrapper>,\r\n samples: number,\r\n initializeBuffers: boolean = true\r\n): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper._attachments!.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n const useDepthStencil = !!rtWrapper._depthStencilBuffer;\r\n if (useDepthStencil) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n if (samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const attachments = [];\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n const colorRenderbuffer = hardwareTexture._MSAARenderBuffer\r\n ? this._updateRenderBuffer(\r\n hardwareTexture._MSAARenderBuffer,\r\n texture.width,\r\n texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(texture.type),\r\n attachment\r\n )\r\n : this._createRenderBuffer(texture.width, texture.height, samples, -1 /* not used */, this._getRGBAMultiSampleBufferFormat(texture.type), attachment);\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture._MSAARenderBuffer = colorRenderbuffer;\r\n texture.samples = samples;\r\n\r\n attachments.push(attachment);\r\n }\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n if (useDepthStencil) {\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
@@ -3,7 +3,7 @@ import { _TimeToken } from "../../Instrumentation/timeToken";
3
3
  import { PerfCounter } from "../../Misc/perfCounter";
4
4
  import type { Observer } from "../../Misc/observable";
5
5
  /** @internal */
6
- export declare type OcclusionQuery = WebGLQuery | number;
6
+ export type OcclusionQuery = WebGLQuery | number;
7
7
  /** @internal */
8
8
  export declare class _OcclusionDataStorage {
9
9
  /** @internal */
@@ -6,7 +6,7 @@ import type { RenderTargetWrapper } from "../renderTargetWrapper";
6
6
  * Type used to define a texture size (either with a number or with a rect width and height)
7
7
  * @deprecated please use TextureSize instead
8
8
  */
9
- export declare type RenderTargetTextureSize = TextureSize;
9
+ export type RenderTargetTextureSize = TextureSize;
10
10
  declare module "../../Engines/thinEngine" {
11
11
  interface ThinEngine {
12
12
  /**
@@ -168,7 +168,7 @@ ThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper,
168
168
  gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);
169
169
  hardwareTexture._MSAARenderBuffer = null;
170
170
  }
171
- if (samples > 1 && gl.renderbufferStorageMultisample) {
171
+ if (samples > 1 && typeof gl.renderbufferStorageMultisample === "function") {
172
172
  const framebuffer = gl.createFramebuffer();
173
173
  if (!framebuffer) {
174
174
  throw new Error("Unable to create multi sampled framebuffer");
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let noColorAttachment = false;\r\n let colorAttachment: InternalTexture | undefined = undefined;\r\n let samples = 1;\r\n if (options !== undefined && typeof options === \"object\") {\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = !!options.generateStencilBuffer;\r\n noColorAttachment = !!options.noColorAttachment;\r\n colorAttachment = options.colorAttachment;\r\n samples = options.samples ?? 1;\r\n }\r\n\r\n const texture = colorAttachment || (noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget));\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n this.updateRenderTargetTextureSampleCount(rtWrapper, samples);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options, rtWrapper);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n if (internalOptions.depthTextureFormat !== undefined) {\r\n if (\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH16 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32_FLOAT &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8\r\n ) {\r\n Logger.Error(\"Depth texture format is not supported.\");\r\n return internalTexture;\r\n }\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n } else {\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n }\r\n\r\n const hasStencil =\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n rtWrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n let type = gl.UNSIGNED_INT;\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n type = gl.UNSIGNED_SHORT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n type = gl.UNSIGNED_INT_24_8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n type = gl.FLOAT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n type = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n\r\n const format = hasStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let internalFormat = format;\r\n if (this.webGLVersion > 1) {\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n internalFormat = gl.DEPTH_COMPONENT16;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24) {\r\n internalFormat = gl.DEPTH_COMPONENT24;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n internalFormat = gl.DEPTH24_STENCIL8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n internalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n internalFormat = gl.DEPTH32F_STENCIL8;\r\n }\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, layers, 0, format, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, internalFormat, internalTexture.width, internalTexture.height, 0, format, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n // Dispose previous depth/stencil render buffers and clear the corresponding attachment.\r\n // Next time this framebuffer is bound, the new depth/stencil texture will be attached.\r\n const glRtWrapper = <WebGLRenderTargetWrapper>(rtWrapper as any);\r\n if (glRtWrapper._depthStencilBuffer) {\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n this._bindUnboundFramebuffer(glRtWrapper._framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n gl.deleteRenderbuffer(glRtWrapper._depthStencilBuffer);\r\n glRtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n if (hardwareTexture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);\r\n hardwareTexture._MSAARenderBuffer = null;\r\n }\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(rtWrapper.texture.type),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture._MSAARenderBuffer = colorRenderbuffer;\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let noColorAttachment = false;\r\n let colorAttachment: InternalTexture | undefined = undefined;\r\n let samples = 1;\r\n if (options !== undefined && typeof options === \"object\") {\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = !!options.generateStencilBuffer;\r\n noColorAttachment = !!options.noColorAttachment;\r\n colorAttachment = options.colorAttachment;\r\n samples = options.samples ?? 1;\r\n }\r\n\r\n const texture = colorAttachment || (noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget));\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n this.updateRenderTargetTextureSampleCount(rtWrapper, samples);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options, rtWrapper);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n if (internalOptions.depthTextureFormat !== undefined) {\r\n if (\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH16 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32_FLOAT &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8\r\n ) {\r\n Logger.Error(\"Depth texture format is not supported.\");\r\n return internalTexture;\r\n }\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n } else {\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n }\r\n\r\n const hasStencil =\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n rtWrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n let type = gl.UNSIGNED_INT;\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n type = gl.UNSIGNED_SHORT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n type = gl.UNSIGNED_INT_24_8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n type = gl.FLOAT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n type = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n\r\n const format = hasStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let internalFormat = format;\r\n if (this.webGLVersion > 1) {\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n internalFormat = gl.DEPTH_COMPONENT16;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24) {\r\n internalFormat = gl.DEPTH_COMPONENT24;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n internalFormat = gl.DEPTH24_STENCIL8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n internalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n internalFormat = gl.DEPTH32F_STENCIL8;\r\n }\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, layers, 0, format, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, internalFormat, internalTexture.width, internalTexture.height, 0, format, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n // Dispose previous depth/stencil render buffers and clear the corresponding attachment.\r\n // Next time this framebuffer is bound, the new depth/stencil texture will be attached.\r\n const glRtWrapper = <WebGLRenderTargetWrapper>(rtWrapper as any);\r\n if (glRtWrapper._depthStencilBuffer) {\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n this._bindUnboundFramebuffer(glRtWrapper._framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n gl.deleteRenderbuffer(glRtWrapper._depthStencilBuffer);\r\n glRtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n if (hardwareTexture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);\r\n hardwareTexture._MSAARenderBuffer = null;\r\n }\r\n\r\n if (samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(rtWrapper.texture.type),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture._MSAARenderBuffer = colorRenderbuffer;\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
@@ -1,5 +1,5 @@
1
1
  /** @internal */
2
- export declare type NativeData = Uint32Array;
2
+ export type NativeData = Uint32Array;
3
3
  /** @internal */
4
4
  export declare class NativeDataStream {
5
5
  private readonly _uint32s;
@@ -1,12 +1,12 @@
1
1
  /** @internal */
2
2
  export class NativeHardwareTexture {
3
+ get underlyingResource() {
4
+ return this._nativeTexture;
5
+ }
3
6
  constructor(existingTexture, engine) {
4
7
  this._engine = engine;
5
8
  this.set(existingTexture);
6
9
  }
7
- get underlyingResource() {
8
- return this._nativeTexture;
9
- }
10
10
  setUsage() { }
11
11
  set(hardwareTexture) {
12
12
  this._nativeTexture = hardwareTexture;
@@ -1 +1 @@
1
- {"version":3,"file":"nativeHardwareTexture.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/Native/nativeHardwareTexture.ts"],"names":[],"mappings":"AAIA,gBAAgB;AAChB,MAAM,OAAO,qBAAqB;IAQ9B,YAAY,eAA8B,EAAE,MAAqB;QAC7D,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,GAAG,CAAC,eAAe,CAAC,CAAC;IAC9B,CAAC;IAPD,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAOM,QAAQ,KAAU,CAAC;IAEnB,GAAG,CAAC,eAA8B;QACrC,IAAI,CAAC,cAAc,GAAG,eAAe,CAAC;IAC1C,CAAC;IAEM,KAAK;QACR,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC/B,CAAC;IAEM,OAAO;QACV,IAAI,IAAI,CAAC,cAAc,EAAE;YACrB,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;SACnD;QAED,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;CACJ","sourcesContent":["import type { HardwareTextureWrapper } from \"../../Materials/Textures/hardwareTextureWrapper\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { INativeEngine, NativeTexture } from \"./nativeInterfaces\";\r\n\r\n/** @internal */\r\nexport class NativeHardwareTexture implements HardwareTextureWrapper {\r\n private readonly _engine: INativeEngine;\r\n private _nativeTexture: Nullable<NativeTexture>;\r\n\r\n public get underlyingResource(): Nullable<NativeTexture> {\r\n return this._nativeTexture;\r\n }\r\n\r\n constructor(existingTexture: NativeTexture, engine: INativeEngine) {\r\n this._engine = engine;\r\n this.set(existingTexture);\r\n }\r\n\r\n public setUsage(): void {}\r\n\r\n public set(hardwareTexture: NativeTexture) {\r\n this._nativeTexture = hardwareTexture;\r\n }\r\n\r\n public reset() {\r\n this._nativeTexture = null;\r\n }\r\n\r\n public release() {\r\n if (this._nativeTexture) {\r\n this._engine.deleteTexture(this._nativeTexture);\r\n }\r\n\r\n this.reset();\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"nativeHardwareTexture.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/Native/nativeHardwareTexture.ts"],"names":[],"mappings":"AAIA,gBAAgB;AAChB,MAAM,OAAO,qBAAqB;IAI9B,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED,YAAY,eAA8B,EAAE,MAAqB;QAC7D,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,GAAG,CAAC,eAAe,CAAC,CAAC;IAC9B,CAAC;IAEM,QAAQ,KAAU,CAAC;IAEnB,GAAG,CAAC,eAA8B;QACrC,IAAI,CAAC,cAAc,GAAG,eAAe,CAAC;IAC1C,CAAC;IAEM,KAAK;QACR,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC/B,CAAC;IAEM,OAAO;QACV,IAAI,IAAI,CAAC,cAAc,EAAE;YACrB,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;SACnD;QAED,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;CACJ","sourcesContent":["import type { HardwareTextureWrapper } from \"../../Materials/Textures/hardwareTextureWrapper\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { INativeEngine, NativeTexture } from \"./nativeInterfaces\";\r\n\r\n/** @internal */\r\nexport class NativeHardwareTexture implements HardwareTextureWrapper {\r\n private readonly _engine: INativeEngine;\r\n private _nativeTexture: Nullable<NativeTexture>;\r\n\r\n public get underlyingResource(): Nullable<NativeTexture> {\r\n return this._nativeTexture;\r\n }\r\n\r\n constructor(existingTexture: NativeTexture, engine: INativeEngine) {\r\n this._engine = engine;\r\n this.set(existingTexture);\r\n }\r\n\r\n public setUsage(): void {}\r\n\r\n public set(hardwareTexture: NativeTexture) {\r\n this._nativeTexture = hardwareTexture;\r\n }\r\n\r\n public reset() {\r\n this._nativeTexture = null;\r\n }\r\n\r\n public release() {\r\n if (this._nativeTexture) {\r\n this._engine.deleteTexture(this._nativeTexture);\r\n }\r\n\r\n this.reset();\r\n }\r\n}\r\n"]}
@@ -4,11 +4,11 @@ import type { InternalTexture } from "../../Materials/Textures/internalTexture";
4
4
  import type { Nullable } from "../../types";
5
5
  import type { ICanvas, IImage } from "../ICanvas";
6
6
  import type { NativeData, NativeDataStream } from "./nativeDataStream";
7
- export declare type NativeTexture = NativeData;
8
- export declare type NativeFramebuffer = NativeData;
9
- export declare type NativeVertexArrayObject = NativeData;
10
- export declare type NativeProgram = NativeData;
11
- export declare type NativeUniform = NativeData;
7
+ export type NativeTexture = NativeData;
8
+ export type NativeFramebuffer = NativeData;
9
+ export type NativeVertexArrayObject = NativeData;
10
+ export type NativeProgram = NativeData;
11
+ export type NativeUniform = NativeData;
12
12
  /** @internal */
13
13
  export interface INativeEngine {
14
14
  dispose(): void;
@@ -1,11 +1,4 @@
1
1
  export class NativePipelineContext {
2
- constructor(engine) {
3
- // TODO: async should be true?
4
- this.isAsync = false;
5
- this.isReady = false;
6
- this._valueCache = {};
7
- this._engine = engine;
8
- }
9
2
  _getVertexShaderCode() {
10
3
  return null;
11
4
  }
@@ -16,6 +9,13 @@ export class NativePipelineContext {
16
9
  _handlesSpectorRebuildCallback(onCompiled) {
17
10
  throw new Error("Not implemented");
18
11
  }
12
+ constructor(engine) {
13
+ // TODO: async should be true?
14
+ this.isAsync = false;
15
+ this.isReady = false;
16
+ this._valueCache = {};
17
+ this._engine = engine;
18
+ }
19
19
  _fillEffectInformation(effect, uniformBuffersNames, uniformsNames, uniforms, samplerList, samplers, attributesNames, attributes) {
20
20
  const engine = this._engine;
21
21
  if (engine.supportsUniformBuffers) {