@babylonjs/core 6.25.1 → 6.26.0
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.
- package/Cameras/camera.d.ts +4 -2
- package/Cameras/camera.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.js +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js +3 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Meshes/transformNode.js +5 -1
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/screenshotTools.d.ts +3 -1
- package/Misc/screenshotTools.js +34 -24
- package/Misc/screenshotTools.js.map +1 -1
- package/Shaders/greasedLine.vertex.d.ts +2 -0
- package/Shaders/greasedLine.vertex.js +15 -3
- package/Shaders/greasedLine.vertex.js.map +1 -1
- package/assetContainer.d.ts +6 -0
- package/assetContainer.js +56 -1
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { FxaaPostProcess } from \"../PostProcesses/fxaaPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"./logger\";\r\nimport { Tools } from \"./tools\";\r\nimport type { IScreenshotSize } from \"./interfaces/screenshotSize\";\r\nimport { DumpTools } from \"./dumpTools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { ApplyPostProcess } from \"./textureTools\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nlet screenshotCanvas: Nullable<HTMLCanvasElement> = null;\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\nexport function CreateScreenshot(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType = \"image/png\",\r\n forceDownload = false,\r\n quality?: number\r\n): void {\r\n const { height, width } = _GetScreenshotSize(engine, camera, size);\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n if (!screenshotCanvas) {\r\n screenshotCanvas = document.createElement(\"canvas\");\r\n }\r\n\r\n screenshotCanvas.width = width;\r\n screenshotCanvas.height = height;\r\n\r\n const renderContext = screenshotCanvas.getContext(\"2d\");\r\n\r\n const ratio = engine.getRenderWidth() / engine.getRenderHeight();\r\n let newWidth = width;\r\n let newHeight = newWidth / ratio;\r\n if (newHeight > height) {\r\n newHeight = height;\r\n newWidth = newHeight * ratio;\r\n }\r\n\r\n const offsetX = Math.max(0, width - newWidth) / 2;\r\n const offsetY = Math.max(0, height - newHeight) / 2;\r\n\r\n const scene = camera.getScene();\r\n if (scene.activeCamera !== camera) {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (forceDownload) {\r\n const blob = new Blob([data]);\r\n Tools.DownloadBlob(blob);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else if (successCallback) {\r\n successCallback(data);\r\n }\r\n },\r\n mimeType,\r\n 1.0,\r\n engine.getCreationOptions().antialias,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n quality\r\n );\r\n } else {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n const renderingCanvas = engine.getRenderingCanvas();\r\n if (renderContext && renderingCanvas) {\r\n renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);\r\n }\r\n\r\n if (screenshotCanvas) {\r\n if (forceDownload) {\r\n Tools.EncodeScreenshotCanvasData(screenshotCanvas, undefined, mimeType, undefined, quality);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else {\r\n Tools.EncodeScreenshotCanvasData(screenshotCanvas, successCallback, mimeType, undefined, quality);\r\n }\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType = \"image/png\", quality?: number): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n undefined,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotWithResizeAsync(engine: Engine, camera: Camera, width: number, height: number, mimeType = \"image/png\", quality?: number): Promise<void> {\r\n return new Promise((resolve) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n { width: width, height: height },\r\n () => {\r\n resolve();\r\n },\r\n mimeType,\r\n true,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height, finalWidth, finalHeight. If a single number is passed,\r\n * it will be used for both width and height, as well as finalWidth, finalHeight. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\nexport function CreateScreenshotUsingRenderTarget(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType = \"image/png\",\r\n samples = 1,\r\n antialiasing = false,\r\n fileName?: string,\r\n renderSprites = false,\r\n enableStencilBuffer = false,\r\n useLayerMask = true,\r\n quality?: number\r\n): void {\r\n const { height, width, finalWidth, finalHeight } = _GetScreenshotSize(engine, camera, size);\r\n const targetTextureSize = { width, height };\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n const originalSize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };\r\n engine.setSize(width, height); // we need this call to trigger onResizeObservable with the screenshot width/height on all the subsystems that are observing this event and that needs to (re)create some resources with the right dimensions\r\n\r\n const scene = camera.getScene();\r\n\r\n // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)\r\n const texture = new RenderTargetTexture(\r\n \"screenShot\",\r\n targetTextureSize,\r\n scene,\r\n false,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_INT,\r\n false,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n undefined,\r\n enableStencilBuffer,\r\n undefined,\r\n undefined,\r\n undefined,\r\n samples\r\n );\r\n texture.renderList = scene.meshes.slice();\r\n texture.samples = samples;\r\n texture.renderSprites = renderSprites;\r\n texture.activeCamera = camera;\r\n texture.forceLayerMaskCheck = useLayerMask;\r\n\r\n const renderToTexture = () => {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n if (finalWidth === width && finalHeight === height) {\r\n texture.readPixels(undefined, undefined, undefined, false)!.then((data) => {\r\n DumpTools.DumpData(width, height, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true, undefined, quality);\r\n texture.dispose();\r\n });\r\n } else {\r\n ApplyPostProcess(\"pass\", texture.getInternalTexture()!, scene, undefined, undefined, undefined, finalWidth, finalHeight).then((texture) => {\r\n engine._readTexturePixels(texture, finalWidth, finalHeight, -1, 0, null, true, false, 0, 0).then((data) => {\r\n DumpTools.DumpData(finalWidth, finalHeight, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true, undefined, quality);\r\n texture.dispose();\r\n });\r\n });\r\n }\r\n });\r\n\r\n // render the RTT\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n texture.render(true);\r\n\r\n // re-render the scene after the camera has been reset to the original camera to avoid a flicker that could occur\r\n // if the camera used for the RTT rendering stays in effect for the next frame (and if that camera was different from the original camera)\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n engine.setSize(originalSize.width, originalSize.height);\r\n camera.getProjectionMatrix(true); // Force cache refresh;\r\n scene.render();\r\n };\r\n\r\n if (antialiasing) {\r\n const fxaaPostProcess = new FxaaPostProcess(\"antialiasing\", 1.0, scene.activeCamera);\r\n texture.addPostProcess(fxaaPostProcess);\r\n // Async Shader Compilation can lead to none ready effects in synchronous code\r\n if (!fxaaPostProcess.getEffect().isReady()) {\r\n fxaaPostProcess.getEffect().onCompiled = () => {\r\n renderToTexture();\r\n };\r\n }\r\n // The effect is ready we can render\r\n else {\r\n renderToTexture();\r\n }\r\n } else {\r\n // No need to wait for extra resources to be ready\r\n renderToTexture();\r\n }\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotUsingRenderTargetAsync(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n mimeType = \"image/png\",\r\n samples = 1,\r\n antialiasing = false,\r\n fileName?: string,\r\n renderSprites = false,\r\n enableStencilBuffer = false,\r\n useLayerMask = true,\r\n quality?: number\r\n): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n samples,\r\n antialiasing,\r\n fileName,\r\n renderSprites,\r\n enableStencilBuffer,\r\n useLayerMask,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Gets height and width for screenshot size\r\n * @param engine\r\n * @param camera\r\n * @param size\r\n * @private\r\n */\r\nfunction _GetScreenshotSize(engine: Engine, camera: Camera, size: IScreenshotSize | number): { height: number; width: number; finalWidth: number; finalHeight: number } {\r\n let height = 0;\r\n let width = 0;\r\n let finalWidth = 0;\r\n let finalHeight = 0;\r\n\r\n //If a size value defined as object\r\n if (typeof size === \"object\") {\r\n const precision = size.precision\r\n ? Math.abs(size.precision) // prevent GL_INVALID_VALUE : glViewport: negative width/height\r\n : 1;\r\n\r\n //If a width and height values is specified\r\n if (size.width && size.height) {\r\n height = size.height * precision;\r\n width = size.width * precision;\r\n }\r\n //If passing only width, computing height to keep display canvas ratio.\r\n else if (size.width && !size.height) {\r\n width = size.width * precision;\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n //If passing only height, computing width to keep display canvas ratio.\r\n else if (size.height && !size.width) {\r\n height = size.height * precision;\r\n width = Math.round(height * engine.getAspectRatio(camera));\r\n } else {\r\n width = Math.round(engine.getRenderWidth() * precision);\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n\r\n //If a finalWidth and finalHeight values is specified\r\n if (size.finalWidth && size.finalHeight) {\r\n finalHeight = size.finalHeight;\r\n finalWidth = size.finalWidth;\r\n }\r\n //If passing only finalWidth, computing finalHeight to keep display canvas ratio.\r\n else if (size.finalWidth && !size.finalHeight) {\r\n finalWidth = size.finalWidth;\r\n finalHeight = Math.round(finalWidth / engine.getAspectRatio(camera));\r\n }\r\n //If passing only finalHeight, computing finalWidth to keep display canvas ratio.\r\n else if (size.finalHeight && !size.finalWidth) {\r\n finalHeight = size.finalHeight;\r\n finalWidth = Math.round(finalHeight * engine.getAspectRatio(camera));\r\n } else {\r\n finalWidth = width;\r\n finalHeight = height;\r\n }\r\n }\r\n //Assuming here that \"size\" parameter is a number\r\n else if (!isNaN(size)) {\r\n height = size;\r\n width = size;\r\n finalWidth = size;\r\n finalHeight = size;\r\n }\r\n\r\n // When creating the image data from the CanvasRenderingContext2D, the width and height is clamped to the size of the _gl context\r\n // On certain GPUs, it seems as if the _gl context truncates to an integer automatically. Therefore, if a user tries to pass the width of their canvas element\r\n // and it happens to be a float (1000.5 x 600.5 px), the engine.readPixels will return a different size array than context.createImageData\r\n // to resolve this, we truncate the floats here to ensure the same size\r\n if (width) {\r\n width = Math.floor(width);\r\n }\r\n if (height) {\r\n height = Math.floor(height);\r\n }\r\n if (finalWidth) {\r\n finalWidth = Math.floor(finalWidth);\r\n }\r\n if (finalHeight) {\r\n finalHeight = Math.floor(finalHeight);\r\n }\r\n\r\n return { height: height | 0, width: width | 0, finalWidth: finalWidth | 0, finalHeight: finalHeight | 0 };\r\n}\r\n\r\n/**\r\n * Class containing a set of static utilities functions for screenshots\r\n */\r\nexport const ScreenshotTools = {\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\n CreateScreenshot,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotAsync,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotWithResizeAsync,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\n CreateScreenshotUsingRenderTarget,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotUsingRenderTargetAsync,\r\n};\r\n\r\n/**\r\n * This will be executed automatically for UMD and es5.\r\n * If esm dev wants the side effects to execute they will have to run it manually\r\n * Once we build native modules those need to be exported.\r\n * @internal\r\n */\r\nconst initSideEffects = () => {\r\n // References the dependencies.\r\n Tools.CreateScreenshot = CreateScreenshot;\r\n Tools.CreateScreenshotAsync = CreateScreenshotAsync;\r\n Tools.CreateScreenshotUsingRenderTarget = CreateScreenshotUsingRenderTarget;\r\n Tools.CreateScreenshotUsingRenderTargetAsync = CreateScreenshotUsingRenderTargetAsync;\r\n};\r\n\r\ninitSideEffects();\r\n"]}
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { FxaaPostProcess } from \"../PostProcesses/fxaaPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"./logger\";\r\nimport { Tools } from \"./tools\";\r\nimport type { IScreenshotSize } from \"./interfaces/screenshotSize\";\r\nimport { DumpTools } from \"./dumpTools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { ApplyPostProcess } from \"./textureTools\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nlet screenshotCanvas: Nullable<HTMLCanvasElement> = null;\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\nexport function CreateScreenshot(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType = \"image/png\",\r\n forceDownload = false,\r\n quality?: number\r\n): void {\r\n const { height, width } = _GetScreenshotSize(engine, camera, size);\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n if (!screenshotCanvas) {\r\n screenshotCanvas = document.createElement(\"canvas\");\r\n }\r\n\r\n screenshotCanvas.width = width;\r\n screenshotCanvas.height = height;\r\n\r\n const renderContext = screenshotCanvas.getContext(\"2d\");\r\n\r\n const ratio = engine.getRenderWidth() / engine.getRenderHeight();\r\n let newWidth = width;\r\n let newHeight = newWidth / ratio;\r\n if (newHeight > height) {\r\n newHeight = height;\r\n newWidth = newHeight * ratio;\r\n }\r\n\r\n const offsetX = Math.max(0, width - newWidth) / 2;\r\n const offsetY = Math.max(0, height - newHeight) / 2;\r\n\r\n const scene = camera.getScene();\r\n if (scene.activeCamera !== camera) {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (forceDownload) {\r\n const blob = new Blob([data]);\r\n Tools.DownloadBlob(blob);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else if (successCallback) {\r\n successCallback(data);\r\n }\r\n },\r\n mimeType,\r\n 1.0,\r\n engine.getCreationOptions().antialias,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n quality\r\n );\r\n } else {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n const renderingCanvas = engine.getRenderingCanvas();\r\n if (renderContext && renderingCanvas) {\r\n renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);\r\n }\r\n\r\n if (screenshotCanvas) {\r\n if (forceDownload) {\r\n Tools.EncodeScreenshotCanvasData(screenshotCanvas, undefined, mimeType, undefined, quality);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else {\r\n Tools.EncodeScreenshotCanvasData(screenshotCanvas, successCallback, mimeType, undefined, quality);\r\n }\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType = \"image/png\", quality?: number): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n undefined,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotWithResizeAsync(engine: Engine, camera: Camera, width: number, height: number, mimeType = \"image/png\", quality?: number): Promise<void> {\r\n return new Promise((resolve) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n { width: width, height: height },\r\n () => {\r\n resolve();\r\n },\r\n mimeType,\r\n true,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height, finalWidth, finalHeight. If a single number is passed,\r\n * it will be used for both width and height, as well as finalWidth, finalHeight. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @param customizeTexture An optional callback that can be used to modify the render target texture before taking the screenshot. This can be used, for instance, to enable camera post-processes before taking the screenshot.\r\n */\r\nexport function CreateScreenshotUsingRenderTarget(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType = \"image/png\",\r\n samples = 1,\r\n antialiasing = false,\r\n fileName?: string,\r\n renderSprites = false,\r\n enableStencilBuffer = false,\r\n useLayerMask = true,\r\n quality?: number,\r\n customizeTexture?: (texture: RenderTargetTexture) => void\r\n): void {\r\n const { height, width, finalWidth, finalHeight } = _GetScreenshotSize(engine, camera, size);\r\n const targetTextureSize = { width, height };\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n const originalSize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };\r\n engine.setSize(width, height); // we need this call to trigger onResizeObservable with the screenshot width/height on all the subsystems that are observing this event and that needs to (re)create some resources with the right dimensions\r\n\r\n const scene = camera.getScene();\r\n\r\n // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)\r\n const texture = new RenderTargetTexture(\r\n \"screenShot\",\r\n targetTextureSize,\r\n scene,\r\n false,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_INT,\r\n false,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n undefined,\r\n enableStencilBuffer,\r\n undefined,\r\n undefined,\r\n undefined,\r\n samples\r\n );\r\n texture.renderList = scene.meshes.slice();\r\n texture.samples = samples;\r\n texture.renderSprites = renderSprites;\r\n texture.activeCamera = camera;\r\n texture.forceLayerMaskCheck = useLayerMask;\r\n customizeTexture?.(texture);\r\n\r\n const renderWhenReady = () => {\r\n if (texture.isReadyForRendering() && camera.isReady(true)) {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n if (finalWidth === width && finalHeight === height) {\r\n texture.readPixels(undefined, undefined, undefined, false)!.then((data) => {\r\n DumpTools.DumpData(width, height, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true, undefined, quality);\r\n texture.dispose();\r\n });\r\n } else {\r\n ApplyPostProcess(\"pass\", texture.getInternalTexture()!, scene, undefined, undefined, undefined, finalWidth, finalHeight).then((texture) => {\r\n engine._readTexturePixels(texture, finalWidth, finalHeight, -1, 0, null, true, false, 0, 0).then((data) => {\r\n DumpTools.DumpData(\r\n finalWidth,\r\n finalHeight,\r\n data,\r\n successCallback as (data: string | ArrayBuffer) => void,\r\n mimeType,\r\n fileName,\r\n true,\r\n undefined,\r\n quality\r\n );\r\n texture.dispose();\r\n });\r\n });\r\n }\r\n });\r\n\r\n texture.render(true);\r\n\r\n // re-render the scene after the camera has been reset to the original camera to avoid a flicker that could occur\r\n // if the camera used for the RTT rendering stays in effect for the next frame (and if that camera was different from the original camera)\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n engine.setSize(originalSize.width, originalSize.height);\r\n camera.getProjectionMatrix(true); // Force cache refresh;\r\n scene.render();\r\n } else {\r\n setTimeout(renderWhenReady, 16);\r\n }\r\n };\r\n\r\n const renderToTexture = () => {\r\n // render the RTT\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n\r\n renderWhenReady();\r\n };\r\n\r\n if (antialiasing) {\r\n const fxaaPostProcess = new FxaaPostProcess(\"antialiasing\", 1.0, scene.activeCamera);\r\n texture.addPostProcess(fxaaPostProcess);\r\n // Async Shader Compilation can lead to none ready effects in synchronous code\r\n if (!fxaaPostProcess.getEffect().isReady()) {\r\n fxaaPostProcess.getEffect().onCompiled = () => {\r\n renderToTexture();\r\n };\r\n }\r\n // The effect is ready we can render\r\n else {\r\n renderToTexture();\r\n }\r\n } else {\r\n // No need to wait for extra resources to be ready\r\n renderToTexture();\r\n }\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotUsingRenderTargetAsync(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n mimeType = \"image/png\",\r\n samples = 1,\r\n antialiasing = false,\r\n fileName?: string,\r\n renderSprites = false,\r\n enableStencilBuffer = false,\r\n useLayerMask = true,\r\n quality?: number\r\n): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n samples,\r\n antialiasing,\r\n fileName,\r\n renderSprites,\r\n enableStencilBuffer,\r\n useLayerMask,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Gets height and width for screenshot size\r\n * @param engine\r\n * @param camera\r\n * @param size\r\n * @private\r\n */\r\nfunction _GetScreenshotSize(engine: Engine, camera: Camera, size: IScreenshotSize | number): { height: number; width: number; finalWidth: number; finalHeight: number } {\r\n let height = 0;\r\n let width = 0;\r\n let finalWidth = 0;\r\n let finalHeight = 0;\r\n\r\n //If a size value defined as object\r\n if (typeof size === \"object\") {\r\n const precision = size.precision\r\n ? Math.abs(size.precision) // prevent GL_INVALID_VALUE : glViewport: negative width/height\r\n : 1;\r\n\r\n //If a width and height values is specified\r\n if (size.width && size.height) {\r\n height = size.height * precision;\r\n width = size.width * precision;\r\n }\r\n //If passing only width, computing height to keep display canvas ratio.\r\n else if (size.width && !size.height) {\r\n width = size.width * precision;\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n //If passing only height, computing width to keep display canvas ratio.\r\n else if (size.height && !size.width) {\r\n height = size.height * precision;\r\n width = Math.round(height * engine.getAspectRatio(camera));\r\n } else {\r\n width = Math.round(engine.getRenderWidth() * precision);\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n\r\n //If a finalWidth and finalHeight values is specified\r\n if (size.finalWidth && size.finalHeight) {\r\n finalHeight = size.finalHeight;\r\n finalWidth = size.finalWidth;\r\n }\r\n //If passing only finalWidth, computing finalHeight to keep display canvas ratio.\r\n else if (size.finalWidth && !size.finalHeight) {\r\n finalWidth = size.finalWidth;\r\n finalHeight = Math.round(finalWidth / engine.getAspectRatio(camera));\r\n }\r\n //If passing only finalHeight, computing finalWidth to keep display canvas ratio.\r\n else if (size.finalHeight && !size.finalWidth) {\r\n finalHeight = size.finalHeight;\r\n finalWidth = Math.round(finalHeight * engine.getAspectRatio(camera));\r\n } else {\r\n finalWidth = width;\r\n finalHeight = height;\r\n }\r\n }\r\n //Assuming here that \"size\" parameter is a number\r\n else if (!isNaN(size)) {\r\n height = size;\r\n width = size;\r\n finalWidth = size;\r\n finalHeight = size;\r\n }\r\n\r\n // When creating the image data from the CanvasRenderingContext2D, the width and height is clamped to the size of the _gl context\r\n // On certain GPUs, it seems as if the _gl context truncates to an integer automatically. Therefore, if a user tries to pass the width of their canvas element\r\n // and it happens to be a float (1000.5 x 600.5 px), the engine.readPixels will return a different size array than context.createImageData\r\n // to resolve this, we truncate the floats here to ensure the same size\r\n if (width) {\r\n width = Math.floor(width);\r\n }\r\n if (height) {\r\n height = Math.floor(height);\r\n }\r\n if (finalWidth) {\r\n finalWidth = Math.floor(finalWidth);\r\n }\r\n if (finalHeight) {\r\n finalHeight = Math.floor(finalHeight);\r\n }\r\n\r\n return { height: height | 0, width: width | 0, finalWidth: finalWidth | 0, finalHeight: finalHeight | 0 };\r\n}\r\n\r\n/**\r\n * Class containing a set of static utilities functions for screenshots\r\n */\r\nexport const ScreenshotTools = {\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\n CreateScreenshot,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotAsync,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotWithResizeAsync,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\n CreateScreenshotUsingRenderTarget,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotUsingRenderTargetAsync,\r\n};\r\n\r\n/**\r\n * This will be executed automatically for UMD and es5.\r\n * If esm dev wants the side effects to execute they will have to run it manually\r\n * Once we build native modules those need to be exported.\r\n * @internal\r\n */\r\nconst initSideEffects = () => {\r\n // References the dependencies.\r\n Tools.CreateScreenshot = CreateScreenshot;\r\n Tools.CreateScreenshotAsync = CreateScreenshotAsync;\r\n Tools.CreateScreenshotUsingRenderTarget = CreateScreenshotUsingRenderTarget;\r\n Tools.CreateScreenshotUsingRenderTargetAsync = CreateScreenshotUsingRenderTargetAsync;\r\n};\r\n\r\ninitSideEffects();\r\n"]}
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+
attribute float grl_widths;attribute vec3 grl_offsets;attribute float grl_colorPointers;attribute vec3 position;uniform mat4 viewProjection;uniform mat4 projection;varying float grlCounters;varying float grlColorPointer;
|
|
5
9
|
#ifdef GREASED_LINE_CAMERA_FACING
|
|
6
10
|
attribute vec4 grl_nextAndCounters;attribute vec4 grl_previousAndSide;uniform vec2 grlResolution;uniform float grlAspect;uniform float grlWidth;uniform float grlSizeAttenuation;vec2 grlFix( vec4 i,float aspect ) {vec2 res=i.xy/i.w;res.x*=aspect;return res;}
|
|
7
11
|
#else
|
|
8
12
|
attribute vec3 grl_slopes;attribute float grl_counters;
|
|
9
13
|
#endif
|
|
10
|
-
void main() {
|
|
14
|
+
void main() {
|
|
15
|
+
#include<instancesVertex>
|
|
16
|
+
grlColorPointer=grl_colorPointers;
|
|
11
17
|
#ifdef GREASED_LINE_CAMERA_FACING
|
|
12
|
-
float grlBaseWidth=grlWidth;vec3 grlPrevious=grl_previousAndSide.xyz;float grlSide=grl_previousAndSide.w;vec3 grlNext=grl_nextAndCounters.xyz;grlCounters=grl_nextAndCounters.w;
|
|
18
|
+
float grlBaseWidth=grlWidth;vec3 grlPrevious=grl_previousAndSide.xyz;float grlSide=grl_previousAndSide.w;vec3 grlNext=grl_nextAndCounters.xyz;grlCounters=grl_nextAndCounters.w;
|
|
19
|
+
#ifdef INSTANCES
|
|
20
|
+
mat4 grlMatrix=viewProjection*finalWorld ;
|
|
21
|
+
#else
|
|
22
|
+
mat4 grlMatrix=viewProjection*world ;
|
|
23
|
+
#endif
|
|
24
|
+
vec3 grlPositionOffset=grl_offsets;vec4 grlFinalPosition=grlMatrix*vec4( position+grlPositionOffset ,1.0 );vec4 grlPrevPos=grlMatrix*vec4( grlPrevious+grlPositionOffset,1.0 );vec4 grlNextPos=grlMatrix*vec4( grlNext+grlPositionOffset,1.0 );vec2 grlCurrentP=grlFix( grlFinalPosition,grlAspect );vec2 grlPrevP=grlFix( grlPrevPos,grlAspect );vec2 grlNextP=grlFix( grlNextPos,grlAspect );float grlWidth=grlBaseWidth*grl_widths;vec2 grlDir;if( grlNextP==grlCurrentP ) grlDir=normalize( grlCurrentP-grlPrevP );else if( grlPrevP==grlCurrentP ) grlDir=normalize( grlNextP-grlCurrentP );else {vec2 grlDir1=normalize( grlCurrentP-grlPrevP );vec2 grlDir2=normalize( grlNextP-grlCurrentP );grlDir=normalize( grlDir1+grlDir2 );}
|
|
13
25
|
vec4 grlNormal=vec4( -grlDir.y,grlDir.x,0.,1. );
|
|
14
26
|
#ifdef GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM
|
|
15
27
|
grlNormal.xy*=-.5*grlWidth;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"greasedLine.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/greasedLine.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;
|
|
1
|
+
{"version":3,"file":"greasedLine.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/greasedLine.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\n\nconst name = \"greasedLineVertexShader\";\nconst shader = `precision highp float;\n#include<instancesDeclaration>\nattribute float grl_widths;attribute vec3 grl_offsets;attribute float grl_colorPointers;attribute vec3 position;uniform mat4 viewProjection;uniform mat4 projection;varying float grlCounters;varying float grlColorPointer;\n#ifdef GREASED_LINE_CAMERA_FACING\nattribute vec4 grl_nextAndCounters;attribute vec4 grl_previousAndSide;uniform vec2 grlResolution;uniform float grlAspect;uniform float grlWidth;uniform float grlSizeAttenuation;vec2 grlFix( vec4 i,float aspect ) {vec2 res=i.xy/i.w;res.x*=aspect;return res;}\n#else\nattribute vec3 grl_slopes;attribute float grl_counters;\n#endif\nvoid main() {\n#include<instancesVertex>\ngrlColorPointer=grl_colorPointers;\n#ifdef GREASED_LINE_CAMERA_FACING\nfloat grlBaseWidth=grlWidth;vec3 grlPrevious=grl_previousAndSide.xyz;float grlSide=grl_previousAndSide.w;vec3 grlNext=grl_nextAndCounters.xyz;grlCounters=grl_nextAndCounters.w;\n#ifdef INSTANCES\nmat4 grlMatrix=viewProjection*finalWorld ;\n#else\nmat4 grlMatrix=viewProjection*world ;\n#endif\nvec3 grlPositionOffset=grl_offsets;vec4 grlFinalPosition=grlMatrix*vec4( position+grlPositionOffset ,1.0 );vec4 grlPrevPos=grlMatrix*vec4( grlPrevious+grlPositionOffset,1.0 );vec4 grlNextPos=grlMatrix*vec4( grlNext+grlPositionOffset,1.0 );vec2 grlCurrentP=grlFix( grlFinalPosition,grlAspect );vec2 grlPrevP=grlFix( grlPrevPos,grlAspect );vec2 grlNextP=grlFix( grlNextPos,grlAspect );float grlWidth=grlBaseWidth*grl_widths;vec2 grlDir;if( grlNextP==grlCurrentP ) grlDir=normalize( grlCurrentP-grlPrevP );else if( grlPrevP==grlCurrentP ) grlDir=normalize( grlNextP-grlCurrentP );else {vec2 grlDir1=normalize( grlCurrentP-grlPrevP );vec2 grlDir2=normalize( grlNextP-grlCurrentP );grlDir=normalize( grlDir1+grlDir2 );}\nvec4 grlNormal=vec4( -grlDir.y,grlDir.x,0.,1. );\n#ifdef GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM\ngrlNormal.xy*=-.5*grlWidth;\n#else\ngrlNormal.xy*=.5*grlWidth;\n#endif\ngrlNormal*=projection;if (grlSizeAttenuation==1.) {grlNormal.xy*=grlFinalPosition.w;grlNormal.xy/=( vec4( grlResolution,0.,1. )*projection ).xy;}\ngrlFinalPosition.xy+=grlNormal.xy*grlSide;gl_Position=grlFinalPosition;\n#else\ngrlCounters=grl_counters;vec4 grlFinalPosition=worldViewProjection*vec4( (position+grl_offsets)+grl_slopes*grl_widths ,1.0 ) ;gl_Position=grlFinalPosition;\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const greasedLineVertexShader = { name, shader };\n"]}
|
package/assetContainer.d.ts
CHANGED
|
@@ -124,4 +124,10 @@ export declare class AssetContainer extends AbstractScene {
|
|
|
124
124
|
* there, if so.
|
|
125
125
|
*/
|
|
126
126
|
populateRootNodes(): void;
|
|
127
|
+
/**
|
|
128
|
+
* @since 6.26.0
|
|
129
|
+
* Given a root asset, this method will traverse its hierarchy and add it, its children and any materials/skeletons/animation groups to the container.
|
|
130
|
+
* @param root
|
|
131
|
+
*/
|
|
132
|
+
addAllAssetsToContainer(root: Node): void;
|
|
127
133
|
}
|
package/assetContainer.js
CHANGED
|
@@ -1,6 +1,7 @@
|
|
|
1
1
|
import { AbstractScene } from "./abstractScene.js";
|
|
2
2
|
import { Mesh } from "./Meshes/mesh.js";
|
|
3
3
|
import { TransformNode } from "./Meshes/transformNode.js";
|
|
4
|
+
import { AbstractMesh } from "./Meshes/abstractMesh.js";
|
|
4
5
|
import { Logger } from "./Misc/logger.js";
|
|
5
6
|
import { EngineStore } from "./Engines/engineStore.js";
|
|
6
7
|
import { InstancedMesh } from "./Meshes/instancedMesh.js";
|
|
@@ -592,7 +593,7 @@ export class AssetContainer extends AbstractScene {
|
|
|
592
593
|
if (predicate && !predicate(o)) {
|
|
593
594
|
return;
|
|
594
595
|
}
|
|
595
|
-
this.scene.removeMesh(o);
|
|
596
|
+
this.scene.removeMesh(o, true);
|
|
596
597
|
});
|
|
597
598
|
this.skeletons.forEach((o) => {
|
|
598
599
|
if (predicate && !predicate(o)) {
|
|
@@ -893,5 +894,59 @@ export class AssetContainer extends AbstractScene {
|
|
|
893
894
|
}
|
|
894
895
|
});
|
|
895
896
|
}
|
|
897
|
+
/**
|
|
898
|
+
* @since 6.26.0
|
|
899
|
+
* Given a root asset, this method will traverse its hierarchy and add it, its children and any materials/skeletons/animation groups to the container.
|
|
900
|
+
* @param root
|
|
901
|
+
*/
|
|
902
|
+
addAllAssetsToContainer(root) {
|
|
903
|
+
if (!root) {
|
|
904
|
+
return;
|
|
905
|
+
}
|
|
906
|
+
const nodesToVisit = new Array();
|
|
907
|
+
const visitedNodes = new Set();
|
|
908
|
+
nodesToVisit.push(root);
|
|
909
|
+
while (nodesToVisit.length > 0) {
|
|
910
|
+
const nodeToVisit = nodesToVisit.pop();
|
|
911
|
+
if (nodeToVisit instanceof Mesh) {
|
|
912
|
+
if (nodeToVisit.geometry && this.geometries.indexOf(nodeToVisit.geometry) === -1) {
|
|
913
|
+
this.geometries.push(nodeToVisit.geometry);
|
|
914
|
+
}
|
|
915
|
+
this.meshes.push(nodeToVisit);
|
|
916
|
+
}
|
|
917
|
+
else if (nodeToVisit instanceof TransformNode) {
|
|
918
|
+
this.transformNodes.push(nodeToVisit);
|
|
919
|
+
}
|
|
920
|
+
else if (nodeToVisit instanceof Light) {
|
|
921
|
+
this.lights.push(nodeToVisit);
|
|
922
|
+
}
|
|
923
|
+
else if (nodeToVisit instanceof Camera) {
|
|
924
|
+
this.cameras.push(nodeToVisit);
|
|
925
|
+
}
|
|
926
|
+
if (nodeToVisit instanceof AbstractMesh) {
|
|
927
|
+
if (nodeToVisit.material && this.materials.indexOf(nodeToVisit.material) === -1) {
|
|
928
|
+
this.materials.push(nodeToVisit.material);
|
|
929
|
+
for (const texture of nodeToVisit.material.getActiveTextures()) {
|
|
930
|
+
if (this.textures.indexOf(texture) === -1) {
|
|
931
|
+
this.textures.push(texture);
|
|
932
|
+
}
|
|
933
|
+
}
|
|
934
|
+
}
|
|
935
|
+
if (nodeToVisit.skeleton && this.skeletons.indexOf(nodeToVisit.skeleton) === -1) {
|
|
936
|
+
this.skeletons.push(nodeToVisit.skeleton);
|
|
937
|
+
}
|
|
938
|
+
if (nodeToVisit.morphTargetManager && this.morphTargetManagers.indexOf(nodeToVisit.morphTargetManager) === -1) {
|
|
939
|
+
this.morphTargetManagers.push(nodeToVisit.morphTargetManager);
|
|
940
|
+
}
|
|
941
|
+
}
|
|
942
|
+
for (const child of nodeToVisit.getChildren()) {
|
|
943
|
+
if (!visitedNodes.has(child)) {
|
|
944
|
+
nodesToVisit.push(child);
|
|
945
|
+
}
|
|
946
|
+
}
|
|
947
|
+
visitedNodes.add(nodeToVisit);
|
|
948
|
+
}
|
|
949
|
+
this.populateRootNodes();
|
|
950
|
+
}
|
|
896
951
|
}
|
|
897
952
|
//# sourceMappingURL=assetContainer.js.map
|