@babylonjs/core 6.36.0 → 6.37.0

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Files changed (194) hide show
  1. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +4 -0
  2. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  3. package/Engines/Extensions/engine.dynamicTexture.d.ts +2 -2
  4. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  5. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +28 -3
  6. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  7. package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -0
  8. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  9. package/Engines/WebGPU/webgpuBufferManager.js +6 -2
  10. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  11. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -0
  12. package/Engines/WebGPU/webgpuCacheBindGroups.js +12 -0
  13. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  14. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +2 -1
  15. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  16. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  17. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +5 -2
  18. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  19. package/Engines/WebGPU/webgpuCacheSampler.js +3 -0
  20. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  21. package/Engines/WebGPU/webgpuClearQuad.js +2 -1
  22. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  23. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +1 -1
  24. package/Engines/WebGPU/webgpuHardwareTexture.js +23 -5
  25. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  26. package/Engines/WebGPU/webgpuPipelineContext.js +4 -5
  27. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  28. package/Engines/WebGPU/webgpuQuerySet.js +10 -4
  29. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  30. package/Engines/WebGPU/webgpuTextureHelper.d.ts +8 -53
  31. package/Engines/WebGPU/webgpuTextureHelper.js +4 -996
  32. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  33. package/Engines/WebGPU/webgpuTextureManager.d.ts +56 -0
  34. package/Engines/WebGPU/webgpuTextureManager.js +1012 -0
  35. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -0
  36. package/Engines/engine.d.ts +1 -0
  37. package/Engines/engine.js +9 -2
  38. package/Engines/engine.js.map +1 -1
  39. package/Engines/renderTargetWrapper.d.ts +1 -0
  40. package/Engines/renderTargetWrapper.js +5 -1
  41. package/Engines/renderTargetWrapper.js.map +1 -1
  42. package/Engines/thinEngine.d.ts +1 -0
  43. package/Engines/thinEngine.js +11 -7
  44. package/Engines/thinEngine.js.map +1 -1
  45. package/Engines/webgpuEngine.d.ts +9 -2
  46. package/Engines/webgpuEngine.js +75 -3
  47. package/Engines/webgpuEngine.js.map +1 -1
  48. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.d.ts +23 -6
  49. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js +14 -3
  50. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -1
  51. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +14 -3
  52. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +12 -11
  53. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  54. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.d.ts +1 -1
  55. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js +1 -1
  56. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
  57. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +22 -7
  58. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +15 -9
  59. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  60. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.d.ts +1 -1
  61. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js +1 -1
  62. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
  63. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.d.ts +1 -1
  64. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js +1 -1
  65. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js.map +1 -1
  66. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.d.ts +1 -1
  67. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js +1 -1
  68. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js.map +1 -1
  69. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.d.ts +1 -1
  70. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +1 -1
  71. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
  72. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.d.ts +1 -1
  73. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js +1 -1
  74. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
  75. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +1 -1
  76. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +1 -1
  77. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
  78. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.d.ts +1 -1
  79. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js +1 -1
  80. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
  81. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.d.ts +1 -1
  82. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js +1 -1
  83. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
  84. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.d.ts +1 -1
  85. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js +1 -1
  86. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
  87. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.d.ts +1 -1
  88. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +1 -1
  89. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
  90. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +1 -1
  91. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +1 -1
  92. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  93. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.d.ts +1 -1
  94. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js +1 -1
  95. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
  96. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +13 -5
  97. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +9 -5
  98. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
  99. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +1 -1
  100. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +1 -1
  101. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  102. package/FlowGraph/flowGraph.d.ts +24 -6
  103. package/FlowGraph/flowGraph.js +12 -12
  104. package/FlowGraph/flowGraph.js.map +1 -1
  105. package/FlowGraph/flowGraphBlock.d.ts +31 -2
  106. package/FlowGraph/flowGraphBlock.js +8 -3
  107. package/FlowGraph/flowGraphBlock.js.map +1 -1
  108. package/FlowGraph/flowGraphContext.d.ts +5 -1
  109. package/FlowGraph/flowGraphContext.js +4 -2
  110. package/FlowGraph/flowGraphContext.js.map +1 -1
  111. package/FlowGraph/flowGraphCoordinator.d.ts +22 -2
  112. package/FlowGraph/flowGraphCoordinator.js +7 -11
  113. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  114. package/FlowGraph/{flowGraphWithOnDoneExecutionBlock.js → flowGraphExecutionBlockWithOutSignal.js} +1 -1
  115. package/FlowGraph/flowGraphExecutionBlockWithOutSignal.js.map +1 -0
  116. package/FlowGraph/flowGraphPathConverter.d.ts +13 -0
  117. package/FlowGraph/flowGraphPathConverter.js +31 -0
  118. package/FlowGraph/flowGraphPathConverter.js.map +1 -0
  119. package/FlowGraph/flowGraphPathConverterComponent.d.ts +19 -0
  120. package/FlowGraph/flowGraphPathConverterComponent.js +31 -0
  121. package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -0
  122. package/FlowGraph/index.d.ts +0 -1
  123. package/FlowGraph/index.js +0 -1
  124. package/FlowGraph/index.js.map +1 -1
  125. package/FlowGraph/serialization.d.ts +8 -0
  126. package/FlowGraph/serialization.js +12 -4
  127. package/FlowGraph/serialization.js.map +1 -1
  128. package/FlowGraph/typeDefinitions.d.ts +86 -1
  129. package/FlowGraph/typeDefinitions.js.map +1 -1
  130. package/Materials/Textures/dynamicTexture.js +2 -1
  131. package/Materials/Textures/dynamicTexture.js.map +1 -1
  132. package/Materials/Textures/hardwareTextureWrapper.d.ts +1 -1
  133. package/Materials/Textures/hardwareTextureWrapper.js.map +1 -1
  134. package/Materials/Textures/internalTexture.d.ts +6 -2
  135. package/Materials/Textures/internalTexture.js +6 -4
  136. package/Materials/Textures/internalTexture.js.map +1 -1
  137. package/Materials/Textures/renderTargetTexture.js +10 -10
  138. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  139. package/Materials/material.d.ts +1 -1
  140. package/Materials/material.js +3 -1
  141. package/Materials/material.js.map +1 -1
  142. package/Materials/shaderMaterial.js +2 -2
  143. package/Materials/shaderMaterial.js.map +1 -1
  144. package/Materials/uniformBuffer.d.ts +2 -0
  145. package/Materials/uniformBuffer.js +16 -0
  146. package/Materials/uniformBuffer.js.map +1 -1
  147. package/Meshes/GreasedLine/greasedLineMesh.d.ts +2 -1
  148. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  149. package/Meshes/GreasedLine/greasedLineRibbonMesh.d.ts +2 -1
  150. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  151. package/Meshes/WebGPU/webgpuDataBuffer.d.ts +1 -0
  152. package/Meshes/WebGPU/webgpuDataBuffer.js +2 -0
  153. package/Meshes/WebGPU/webgpuDataBuffer.js.map +1 -1
  154. package/Meshes/geometry.js +3 -3
  155. package/Meshes/geometry.js.map +1 -1
  156. package/Misc/brdfTextureTools.js +9 -7
  157. package/Misc/brdfTextureTools.js.map +1 -1
  158. package/Misc/rgbdTextureTools.js +37 -37
  159. package/Misc/rgbdTextureTools.js.map +1 -1
  160. package/ObjectModel/index.d.ts +1 -0
  161. package/ObjectModel/index.js +2 -0
  162. package/ObjectModel/index.js.map +1 -0
  163. package/ObjectModel/objectModelInterfaces.d.ts +21 -0
  164. package/ObjectModel/objectModelInterfaces.js +2 -0
  165. package/ObjectModel/objectModelInterfaces.js.map +1 -0
  166. package/Particles/computeShaderParticleSystem.js +2 -2
  167. package/Particles/computeShaderParticleSystem.js.map +1 -1
  168. package/Particles/gpuParticleSystem.js +1 -1
  169. package/Particles/gpuParticleSystem.js.map +1 -1
  170. package/Particles/particleSystem.js +2 -5
  171. package/Particles/particleSystem.js.map +1 -1
  172. package/Rendering/fluidRenderer/fluidRenderer.js +1 -6
  173. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  174. package/Rendering/renderingManager.js +1 -1
  175. package/Rendering/renderingManager.js.map +1 -1
  176. package/XR/features/WebXRControllerTeleportation.d.ts +9 -1
  177. package/XR/features/WebXRControllerTeleportation.js +10 -0
  178. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  179. package/XR/webXRCamera.js.map +1 -1
  180. package/index.d.ts +1 -0
  181. package/index.js +1 -0
  182. package/index.js.map +1 -1
  183. package/package.json +1 -1
  184. package/types.d.ts +5 -1
  185. package/types.js +0 -2
  186. package/types.js.map +1 -1
  187. package/FlowGraph/flowGraphPath.d.ts +0 -45
  188. package/FlowGraph/flowGraphPath.js +0 -156
  189. package/FlowGraph/flowGraphPath.js.map +0 -1
  190. package/FlowGraph/flowGraphPathComponent.d.ts +0 -42
  191. package/FlowGraph/flowGraphPathComponent.js +0 -51
  192. package/FlowGraph/flowGraphPathComponent.js.map +0 -1
  193. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +0 -1
  194. /package/FlowGraph/{flowGraphWithOnDoneExecutionBlock.d.ts → flowGraphExecutionBlockWithOutSignal.d.ts} +0 -0
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/index.ts"],"names":[],"mappings":"AAAA,cAAc,aAAa,CAAC;AAC5B,cAAc,kBAAkB,CAAC;AACjC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC;AACvC,cAAc,mBAAmB,CAAC;AAClC,cAAc,0BAA0B,CAAC;AACzC,cAAc,iBAAiB,CAAC;AAChC,cAAc,uBAAuB,CAAC;AACtC,cAAc,2BAA2B,CAAC;AAC1C,sDAAsD;AACtD,cAAc,gBAAgB,CAAC","sourcesContent":["export * from \"./flowGraph\";\r\nexport * from \"./flowGraphBlock\";\r\nexport * from \"./flowGraphSignalConnection\";\r\nexport * from \"./flowGraphExecutionBlock\";\r\nexport * from \"./flowGraphEventBlock\";\r\nexport * from \"./flowGraphRichTypes\";\r\nexport * from \"./flowGraphContext\";\r\nexport * from \"./flowGraphCoordinator\";\r\nexport * from \"./typeDefinitions\";\r\nexport * from \"./flowGraphContextLogger\";\r\nexport * from \"./flowGraphPath\";\r\nexport * from \"./flowGraphConnection\";\r\nexport * from \"./flowGraphDataConnection\";\r\n// eslint-disable-next-line import/no-internal-modules\r\nexport * from \"./Blocks/index\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/index.ts"],"names":[],"mappings":"AAAA,cAAc,aAAa,CAAC;AAC5B,cAAc,kBAAkB,CAAC;AACjC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC;AACvC,cAAc,mBAAmB,CAAC;AAClC,cAAc,0BAA0B,CAAC;AACzC,cAAc,uBAAuB,CAAC;AACtC,cAAc,2BAA2B,CAAC;AAC1C,sDAAsD;AACtD,cAAc,gBAAgB,CAAC","sourcesContent":["export * from \"./flowGraph\";\r\nexport * from \"./flowGraphBlock\";\r\nexport * from \"./flowGraphSignalConnection\";\r\nexport * from \"./flowGraphExecutionBlock\";\r\nexport * from \"./flowGraphEventBlock\";\r\nexport * from \"./flowGraphRichTypes\";\r\nexport * from \"./flowGraphContext\";\r\nexport * from \"./flowGraphCoordinator\";\r\nexport * from \"./typeDefinitions\";\r\nexport * from \"./flowGraphContextLogger\";\r\nexport * from \"./flowGraphConnection\";\r\nexport * from \"./flowGraphDataConnection\";\r\n// eslint-disable-next-line import/no-internal-modules\r\nexport * from \"./Blocks/index\";\r\n"]}
@@ -14,3 +14,11 @@ export declare function defaultValueSerializationFunction(key: string, value: an
14
14
  * @returns
15
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  */
16
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  export declare function defaultValueParseFunction(key: string, serializationObject: any, scene: Scene): any;
17
+ /**
18
+ * Given a name of a flow graph block class, return if this
19
+ * class needs to be created with a path converter. Used in
20
+ * parsing.
21
+ * @param className the name of the flow graph block class
22
+ * @returns a boolean indicating if the class needs a path converter
23
+ */
24
+ export declare function needsPathConverter(className: string): boolean;
@@ -1,6 +1,5 @@
1
1
  import { Color3, Color4 } from "../Maths/math.color.js";
2
2
  import { Quaternion, Vector2, Vector3, Vector4 } from "../Maths/math.vector.js";
3
- import { FlowGraphPath } from "./flowGraphPath.js";
4
3
  function isMeshClassName(className) {
5
4
  return (className === "Mesh" ||
6
5
  className === "AbstractMesh" ||
@@ -79,9 +78,6 @@ export function defaultValueParseFunction(key, serializationObject, scene) {
79
78
  else if (isVectorClassName(className)) {
80
79
  finalValue = parseVector(className, intermediateValue.value);
81
80
  }
82
- else if (className === FlowGraphPath.ClassName) {
83
- finalValue = FlowGraphPath.Parse(intermediateValue);
84
- }
85
81
  else if (intermediateValue && intermediateValue.value !== undefined) {
86
82
  finalValue = intermediateValue.value;
87
83
  }
@@ -90,4 +86,16 @@ export function defaultValueParseFunction(key, serializationObject, scene) {
90
86
  }
91
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  return finalValue;
92
88
  }
89
+ /**
90
+ * Given a name of a flow graph block class, return if this
91
+ * class needs to be created with a path converter. Used in
92
+ * parsing.
93
+ * @param className the name of the flow graph block class
94
+ * @returns a boolean indicating if the class needs a path converter
95
+ */
96
+ export function needsPathConverter(className) {
97
+ // I am not using the ClassName property here because it was causing a circular dependency
98
+ // that jest didn't like!
99
+ return className === "FGSetPropertyBlock" || className === "FGGetPropertyBlock" || className === "FGPlayAnimationBlock" || className === "FGMeshPickEventBlock";
100
+ }
93
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  //# sourceMappingURL=serialization.js.map
@@ -1 +1 @@
1
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\"\";\r\n if (isMeshClassName(className)) {\r\n serializationObject[key] = {\r\n name: value.name,\r\n className,\r\n };\r\n } else if (isVectorClassName(className)) {\r\n serializationObject[key] = {\r\n value: value.asArray(),\r\n className,\r\n };\r\n } else {\r\n serializationObject[key] = value;\r\n }\r\n}\r\n\r\n/**\r\n * The default function that parses values stored in a serialization object\r\n * @param key the key to the value that will be parsed\r\n * @param serializationObject the object that will be parsed\r\n * @param scene\r\n * @returns\r\n */\r\nexport function defaultValueParseFunction(key: string, serializationObject: any, scene: Scene) {\r\n const intermediateValue = serializationObject[key];\r\n let finalValue;\r\n const className = intermediateValue?.className;\r\n if (isMeshClassName(className)) {\r\n finalValue = scene.getMeshByName(intermediateValue.name);\r\n } else if (isVectorClassName(className)) {\r\n finalValue = parseVector(className, intermediateValue.value);\r\n } else if (className === FlowGraphPath.ClassName) {\r\n finalValue = FlowGraphPath.Parse(intermediateValue);\r\n } else if (intermediateValue && intermediateValue.value !== undefined) {\r\n finalValue = intermediateValue.value;\r\n } else {\r\n finalValue = intermediateValue;\r\n }\r\n return finalValue;\r\n}\r\n"]}
1
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\"\";\r\n if (isMeshClassName(className)) {\r\n serializationObject[key] = {\r\n name: value.name,\r\n className,\r\n };\r\n } else if (isVectorClassName(className)) {\r\n serializationObject[key] = {\r\n value: value.asArray(),\r\n className,\r\n };\r\n } else {\r\n serializationObject[key] = value;\r\n }\r\n}\r\n\r\n/**\r\n * The default function that parses values stored in a serialization object\r\n * @param key the key to the value that will be parsed\r\n * @param serializationObject the object that will be parsed\r\n * @param scene\r\n * @returns\r\n */\r\nexport function defaultValueParseFunction(key: string, serializationObject: any, scene: Scene) {\r\n const intermediateValue = serializationObject[key];\r\n let finalValue;\r\n const className = intermediateValue?.className;\r\n if (isMeshClassName(className)) {\r\n finalValue = scene.getMeshByName(intermediateValue.name);\r\n } else if (isVectorClassName(className)) {\r\n finalValue = parseVector(className, intermediateValue.value);\r\n } else if (intermediateValue && intermediateValue.value !== undefined) {\r\n finalValue = intermediateValue.value;\r\n } else {\r\n finalValue = intermediateValue;\r\n }\r\n return finalValue;\r\n}\r\n\r\n/**\r\n * Given a name of a flow graph block class, return if this\r\n * class needs to be created with a path converter. Used in\r\n * parsing.\r\n * @param className the name of the flow graph block class\r\n * @returns a boolean indicating if the class needs a path converter\r\n */\r\nexport function needsPathConverter(className: string) {\r\n // I am not using the ClassName property here because it was causing a circular dependency\r\n // that jest didn't like!\r\n return className === \"FGSetPropertyBlock\" || className === \"FGGetPropertyBlock\" || className === \"FGPlayAnimationBlock\" || className === \"FGMeshPickEventBlock\";\r\n}\r\n"]}
@@ -1,33 +1,118 @@
1
1
  import type { FlowGraphConnectionType } from "./flowGraphConnection";
2
2
  /**
3
- * Definitions for the serialization of graphs
3
+ * An accessor that allows modifying properties on some other object.
4
+ */
5
+ export interface IObjectAccessor {
6
+ /**
7
+ * The type of the object that is converted
8
+ */
9
+ type: string;
10
+ /**
11
+ * Get a property value from the object.
12
+ * @param args any necessary arguments to get the property value
13
+ */
14
+ get(...args: any[]): any;
15
+ /**
16
+ * Set a property value on the object.
17
+ * @param value the value to set
18
+ * @param args any necessary arguments to set the property value
19
+ */
20
+ set(value: any, ...args: any[]): void;
21
+ /**
22
+ * Get the original object
23
+ * @param args any necessary arguments to get the original object
24
+ */
25
+ getObject(...args: any[]): any;
26
+ }
27
+ /**
28
+ * A Serialized Flow Graph Context
4
29
  */
5
30
  export interface ISerializedFlowGraphContext {
31
+ /**
32
+ * The unique id of the context
33
+ */
6
34
  uniqueId: string;
35
+ /**
36
+ * User variables
37
+ */
7
38
  _userVariables: {
8
39
  [key: string]: any;
9
40
  };
41
+ /**
42
+ * Values of the connection points
43
+ */
10
44
  _connectionValues: {
11
45
  [key: string]: any;
12
46
  };
13
47
  }
48
+ /**
49
+ * A Serialized Flow Graph Connection
50
+ */
14
51
  export interface ISerializedFlowGraphConnection {
52
+ /**
53
+ * The unique id of the connection
54
+ */
15
55
  uniqueId: string;
56
+ /**
57
+ * The name of the connection
58
+ */
16
59
  name: string;
60
+ /**
61
+ * The type of the connection
62
+ */
17
63
  _connectionType: FlowGraphConnectionType;
64
+ /**
65
+ * The id of the connection that this is connected to
66
+ */
18
67
  connectedPointIds: string[];
19
68
  }
69
+ /**
70
+ * A Serialized Flow Graph Block
71
+ */
20
72
  export interface ISerializedFlowGraphBlock {
73
+ /**
74
+ * The class name of the block
75
+ */
21
76
  className: string;
77
+ /**
78
+ * Configuration parameters for the block
79
+ */
22
80
  config: any;
81
+ /**
82
+ * The unique id of the block
83
+ */
23
84
  uniqueId: string;
85
+ /**
86
+ * Input connection data
87
+ */
24
88
  dataInputs: ISerializedFlowGraphConnection[];
89
+ /**
90
+ * Output connection data
91
+ */
25
92
  dataOutputs: ISerializedFlowGraphConnection[];
93
+ /**
94
+ * Metadata for the block
95
+ */
26
96
  metadata: any;
97
+ /**
98
+ * Input connection signal
99
+ */
27
100
  signalInputs: ISerializedFlowGraphConnection[];
101
+ /**
102
+ * Output connection signal
103
+ */
28
104
  signalOutputs: ISerializedFlowGraphConnection[];
29
105
  }
106
+ /**
107
+ * A Serialized Flow Graph
108
+ */
30
109
  export interface ISerializedFlowGraph {
110
+ /**
111
+ * Contexts belonging to the flow graph
112
+ */
31
113
  executionContexts: ISerializedFlowGraphContext[];
114
+ /**
115
+ * Blocks belonging to the flow graph
116
+ */
32
117
  allBlocks: ISerializedFlowGraphBlock[];
33
118
  }
@@ -1 +1 @@
1
- {"version":3,"file":"typeDefinitions.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/typeDefinitions.ts"],"names":[],"mappings":"","sourcesContent":["import type { FlowGraphConnectionType } from \"./flowGraphConnection\";\r\n\r\n/**\r\n * Definitions for the serialization of graphs\r\n */\r\nexport interface ISerializedFlowGraphContext {\r\n uniqueId: string;\r\n _userVariables: { [key: string]: any };\r\n _connectionValues: { [key: string]: any };\r\n}\r\n\r\nexport interface ISerializedFlowGraphConnection {\r\n uniqueId: string;\r\n name: string;\r\n _connectionType: FlowGraphConnectionType;\r\n connectedPointIds: string[];\r\n}\r\n\r\nexport interface ISerializedFlowGraphBlock {\r\n className: string;\r\n config: any;\r\n uniqueId: string;\r\n dataInputs: ISerializedFlowGraphConnection[];\r\n dataOutputs: ISerializedFlowGraphConnection[];\r\n metadata: any;\r\n signalInputs: ISerializedFlowGraphConnection[];\r\n signalOutputs: ISerializedFlowGraphConnection[];\r\n}\r\n\r\nexport interface ISerializedFlowGraph {\r\n executionContexts: ISerializedFlowGraphContext[];\r\n allBlocks: ISerializedFlowGraphBlock[];\r\n}\r\n"]}
1
+ {"version":3,"file":"typeDefinitions.js","sourceRoot":"","sources":["../../../../dev/core/src/FlowGraph/typeDefinitions.ts"],"names":[],"mappings":"","sourcesContent":["import type { FlowGraphConnectionType } from \"./flowGraphConnection\";\r\n\r\n/**\r\n * An accessor that allows modifying properties on some other object.\r\n */\r\nexport interface IObjectAccessor {\r\n /**\r\n * The type of the object that is converted\r\n */\r\n type: string;\r\n /**\r\n * Get a property value from the object.\r\n * @param args any necessary arguments to get the property value\r\n */\r\n get(...args: any[]): any;\r\n /**\r\n * Set a property value on the object.\r\n * @param value the value to set\r\n * @param args any necessary arguments to set the property value\r\n */\r\n set(value: any, ...args: any[]): void;\r\n /**\r\n * Get the original object\r\n * @param args any necessary arguments to get the original object\r\n */\r\n getObject(...args: any[]): any;\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph Context\r\n */\r\nexport interface ISerializedFlowGraphContext {\r\n /**\r\n * The unique id of the context\r\n */\r\n uniqueId: string;\r\n /**\r\n * User variables\r\n */\r\n _userVariables: { [key: string]: any };\r\n /**\r\n * Values of the connection points\r\n */\r\n _connectionValues: { [key: string]: any };\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph Connection\r\n */\r\nexport interface ISerializedFlowGraphConnection {\r\n /**\r\n * The unique id of the connection\r\n */\r\n uniqueId: string;\r\n /**\r\n * The name of the connection\r\n */\r\n name: string;\r\n /**\r\n * The type of the connection\r\n */\r\n _connectionType: FlowGraphConnectionType;\r\n /**\r\n * The id of the connection that this is connected to\r\n */\r\n connectedPointIds: string[];\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph Block\r\n */\r\nexport interface ISerializedFlowGraphBlock {\r\n /**\r\n * The class name of the block\r\n */\r\n className: string;\r\n /**\r\n * Configuration parameters for the block\r\n */\r\n config: any;\r\n /**\r\n * The unique id of the block\r\n */\r\n uniqueId: string;\r\n /**\r\n * Input connection data\r\n */\r\n dataInputs: ISerializedFlowGraphConnection[];\r\n /**\r\n * Output connection data\r\n */\r\n dataOutputs: ISerializedFlowGraphConnection[];\r\n /**\r\n * Metadata for the block\r\n */\r\n metadata: any;\r\n /**\r\n * Input connection signal\r\n */\r\n signalInputs: ISerializedFlowGraphConnection[];\r\n /**\r\n * Output connection signal\r\n */\r\n signalOutputs: ISerializedFlowGraphConnection[];\r\n}\r\n\r\n/**\r\n * A Serialized Flow Graph\r\n */\r\nexport interface ISerializedFlowGraph {\r\n /**\r\n * Contexts belonging to the flow graph\r\n */\r\n executionContexts: ISerializedFlowGraphContext[];\r\n /**\r\n * Blocks belonging to the flow graph\r\n */\r\n allBlocks: ISerializedFlowGraphBlock[];\r\n}\r\n"]}
@@ -154,9 +154,10 @@ export class DynamicTexture extends Texture {
154
154
  * Disposes the dynamic texture.
155
155
  */
156
156
  dispose() {
157
+ var _a;
157
158
  super.dispose();
158
159
  if (this._ownCanvas) {
159
- this._canvas.remove();
160
+ (_a = this._canvas) === null || _a === void 0 ? void 0 : _a.remove();
160
161
  }
161
162
  this._canvas = null;
162
163
  this._context = null;
@@ -1 +1 @@
1
- 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{ Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { ISize } from \"../../Maths/math.size\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\n\r\n/**\r\n * A class extending Texture allowing drawing on a texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/dynamicTexture\r\n */\r\nexport class DynamicTexture extends Texture {\r\n private _generateMipMaps: boolean;\r\n private _canvas: ICanvas;\r\n private _ownCanvas: boolean;\r\n private _context: ICanvasRenderingContext;\r\n\r\n /**\r\n * Creates a DynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height\r\n * @param scene defines the scene where you want the texture\r\n * @param generateMipMaps defines the use of MinMaps or not (default is false)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading\r\n */\r\n\r\n constructor(\r\n name: string,\r\n options: any,\r\n scene: Nullable<Scene> = null,\r\n generateMipMaps: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n invertY?: boolean\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY, samplingMode, undefined, undefined, undefined, undefined, format);\r\n\r\n this.name = name;\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this._generateMipMaps = generateMipMaps;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return;\r\n }\r\n\r\n if (options.getContext) {\r\n this._canvas = options;\r\n this._ownCanvas = false;\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._canvas = engine.createCanvas(1, 1);\r\n this._ownCanvas = true;\r\n\r\n if (options.width || options.width === 0) {\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._texture = engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);\r\n }\r\n }\r\n\r\n const textureSize = this.getSize();\r\n\r\n if (this._canvas.width !== textureSize.width) {\r\n this._canvas.width = textureSize.width;\r\n }\r\n if (this._canvas.height !== textureSize.height) {\r\n this._canvas.height = textureSize.height;\r\n }\r\n this._context = this._canvas.getContext(\"2d\");\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"DynamicTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"DynamicTexture\";\r\n }\r\n\r\n /**\r\n * Gets the current state of canRescale\r\n */\r\n public get canRescale(): boolean {\r\n return true;\r\n }\r\n\r\n private _recreate(textureSize: ISize): void {\r\n this._canvas.width = textureSize.width;\r\n this._canvas.height = textureSize.height;\r\n\r\n this.releaseInternalTexture();\r\n\r\n this._texture = this._getEngine()!.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);\r\n }\r\n\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n public scale(ratio: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width *= ratio;\r\n textureSize.height *= ratio;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n public scaleTo(width: number, height: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width = width;\r\n textureSize.height = height;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Gets the context of the canvas used by the texture\r\n * @returns the canvas context of the dynamic texture\r\n */\r\n public getContext(): ICanvasRenderingContext {\r\n return this._context;\r\n }\r\n\r\n /**\r\n * Clears the texture\r\n * @param clearColor Defines the clear color to use\r\n */\r\n public clear(clearColor?: string): void {\r\n const size = this.getSize();\r\n if (clearColor) {\r\n this._context.fillStyle = clearColor;\r\n }\r\n this._context.clearRect(0, 0, size.width, size.height);\r\n }\r\n\r\n /**\r\n * Updates the texture\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param premulAlpha defines if alpha is stored as premultiplied (default is false)\r\n * @param allowGPUOptimization true to allow some specific GPU optimizations (subject to engine feature \"allowGPUOptimizationsForGUI\" being true)\r\n */\r\n public update(invertY?: boolean, premulAlpha = false, allowGPUOptimization = false): void {\r\n this._getEngine()!.updateDynamicTexture(\r\n this._texture,\r\n this._canvas,\r\n invertY === undefined ? true : invertY,\r\n premulAlpha,\r\n this._format || undefined,\r\n undefined,\r\n allowGPUOptimization\r\n );\r\n }\r\n\r\n /**\r\n * Draws text onto the texture\r\n * @param text defines the text to be drawn\r\n * @param x defines the placement of the text from the left\r\n * @param y defines the placement of the text from the top when invertY is true and from the bottom when false\r\n * @param font defines the font to be used with font-style, font-size, font-name\r\n * @param color defines the color used for the text\r\n * @param fillColor defines the color for the canvas, use null to not overwrite canvas (this bleands with the background to replace, use the clear function)\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param update defines whether texture is immediately update (default is true)\r\n */\r\n public drawText(\r\n text: string,\r\n x: number | null | undefined,\r\n y: number | null | undefined,\r\n font: string,\r\n color: string | null,\r\n fillColor: string | null,\r\n invertY?: boolean,\r\n update = true\r\n ) {\r\n const size = this.getSize();\r\n if (fillColor) {\r\n this._context.fillStyle = fillColor;\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n }\r\n\r\n this._context.font = font;\r\n if (x === null || x === undefined) {\r\n const textSize = this._context.measureText(text);\r\n x = (size.width - textSize.width) / 2;\r\n }\r\n if (y === null || y === undefined) {\r\n const fontSize = parseInt(font.replace(/\\D/g, \"\"));\r\n y = size.height / 2 + fontSize / 3.65;\r\n }\r\n\r\n this._context.fillStyle = color || \"\";\r\n this._context.fillText(text, x, y);\r\n\r\n if (update) {\r\n this.update(invertY);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the dynamic texture.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n if (this._ownCanvas) {\r\n this._canvas.remove();\r\n }\r\n (this._canvas as any) = null;\r\n (this._context as any) = null;\r\n }\r\n\r\n /**\r\n * Clones the texture\r\n * @returns the clone of the texture.\r\n */\r\n public clone(): DynamicTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Dynamic Texture\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized\r\n * @returns a serialized dynamic texture object\r\n */\r\n public serialize(): any {\r\n const scene = this.getScene();\r\n if (scene && !scene.isReady()) {\r\n Logger.Warn(\"The scene must be ready before serializing the dynamic texture\");\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n if (DynamicTexture._IsCanvasElement(this._canvas)) {\r\n serializationObject.base64String = this._canvas.toDataURL();\r\n }\r\n\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n private static _IsCanvasElement(canvas: HTMLCanvasElement | OffscreenCanvas | ICanvas): canvas is HTMLCanvasElement {\r\n return (canvas as HTMLCanvasElement).toDataURL !== undefined;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.update();\r\n }\r\n}\r\n"]}
1
+ 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{ Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { ISize } from \"../../Maths/math.size\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\n\r\n/**\r\n * A class extending Texture allowing drawing on a texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/dynamicTexture\r\n */\r\nexport class DynamicTexture extends Texture {\r\n private _generateMipMaps: boolean;\r\n private _canvas: ICanvas;\r\n private _ownCanvas: boolean;\r\n private _context: ICanvasRenderingContext;\r\n\r\n /**\r\n * Creates a DynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height\r\n * @param scene defines the scene where you want the texture\r\n * @param generateMipMaps defines the use of MinMaps or not (default is false)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading\r\n */\r\n\r\n constructor(\r\n name: string,\r\n options: any,\r\n scene: Nullable<Scene> = null,\r\n generateMipMaps: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n invertY?: boolean\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY, samplingMode, undefined, undefined, undefined, undefined, format);\r\n\r\n this.name = name;\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this._generateMipMaps = generateMipMaps;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return;\r\n }\r\n\r\n if (options.getContext) {\r\n this._canvas = options;\r\n this._ownCanvas = false;\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._canvas = engine.createCanvas(1, 1);\r\n this._ownCanvas = true;\r\n\r\n if (options.width || options.width === 0) {\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._texture = engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);\r\n }\r\n }\r\n\r\n const textureSize = this.getSize();\r\n\r\n if (this._canvas.width !== textureSize.width) {\r\n this._canvas.width = textureSize.width;\r\n }\r\n if (this._canvas.height !== textureSize.height) {\r\n this._canvas.height = textureSize.height;\r\n }\r\n this._context = this._canvas.getContext(\"2d\");\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"DynamicTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"DynamicTexture\";\r\n }\r\n\r\n /**\r\n * Gets the current state of canRescale\r\n */\r\n public get canRescale(): boolean {\r\n return true;\r\n }\r\n\r\n private _recreate(textureSize: ISize): void {\r\n this._canvas.width = textureSize.width;\r\n this._canvas.height = textureSize.height;\r\n\r\n this.releaseInternalTexture();\r\n\r\n this._texture = this._getEngine()!.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);\r\n }\r\n\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n public scale(ratio: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width *= ratio;\r\n textureSize.height *= ratio;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n public scaleTo(width: number, height: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width = width;\r\n textureSize.height = height;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Gets the context of the canvas used by the texture\r\n * @returns the canvas context of the dynamic texture\r\n */\r\n public getContext(): ICanvasRenderingContext {\r\n return this._context;\r\n }\r\n\r\n /**\r\n * Clears the texture\r\n * @param clearColor Defines the clear color to use\r\n */\r\n public clear(clearColor?: string): void {\r\n const size = this.getSize();\r\n if (clearColor) {\r\n this._context.fillStyle = clearColor;\r\n }\r\n this._context.clearRect(0, 0, size.width, size.height);\r\n }\r\n\r\n /**\r\n * Updates the texture\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param premulAlpha defines if alpha is stored as premultiplied (default is false)\r\n * @param allowGPUOptimization true to allow some specific GPU optimizations (subject to engine feature \"allowGPUOptimizationsForGUI\" being true)\r\n */\r\n public update(invertY?: boolean, premulAlpha = false, allowGPUOptimization = false): void {\r\n this._getEngine()!.updateDynamicTexture(\r\n this._texture,\r\n this._canvas,\r\n invertY === undefined ? true : invertY,\r\n premulAlpha,\r\n this._format || undefined,\r\n undefined,\r\n allowGPUOptimization\r\n );\r\n }\r\n\r\n /**\r\n * Draws text onto the texture\r\n * @param text defines the text to be drawn\r\n * @param x defines the placement of the text from the left\r\n * @param y defines the placement of the text from the top when invertY is true and from the bottom when false\r\n * @param font defines the font to be used with font-style, font-size, font-name\r\n * @param color defines the color used for the text\r\n * @param fillColor defines the color for the canvas, use null to not overwrite canvas (this bleands with the background to replace, use the clear function)\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param update defines whether texture is immediately update (default is true)\r\n */\r\n public drawText(\r\n text: string,\r\n x: number | null | undefined,\r\n y: number | null | undefined,\r\n font: string,\r\n color: string | null,\r\n fillColor: string | null,\r\n invertY?: boolean,\r\n update = true\r\n ) {\r\n const size = this.getSize();\r\n if (fillColor) {\r\n this._context.fillStyle = fillColor;\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n }\r\n\r\n this._context.font = font;\r\n if (x === null || x === undefined) {\r\n const textSize = this._context.measureText(text);\r\n x = (size.width - textSize.width) / 2;\r\n }\r\n if (y === null || y === undefined) {\r\n const fontSize = parseInt(font.replace(/\\D/g, \"\"));\r\n y = size.height / 2 + fontSize / 3.65;\r\n }\r\n\r\n this._context.fillStyle = color || \"\";\r\n this._context.fillText(text, x, y);\r\n\r\n if (update) {\r\n this.update(invertY);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the dynamic texture.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n if (this._ownCanvas) {\r\n this._canvas?.remove();\r\n }\r\n (this._canvas as any) = null;\r\n (this._context as any) = null;\r\n }\r\n\r\n /**\r\n * Clones the texture\r\n * @returns the clone of the texture.\r\n */\r\n public clone(): DynamicTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Dynamic Texture\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized\r\n * @returns a serialized dynamic texture object\r\n */\r\n public serialize(): any {\r\n const scene = this.getScene();\r\n if (scene && !scene.isReady()) {\r\n Logger.Warn(\"The scene must be ready before serializing the dynamic texture\");\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n if (DynamicTexture._IsCanvasElement(this._canvas)) {\r\n serializationObject.base64String = this._canvas.toDataURL();\r\n }\r\n\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n private static _IsCanvasElement(canvas: HTMLCanvasElement | OffscreenCanvas | ICanvas): canvas is HTMLCanvasElement {\r\n return (canvas as HTMLCanvasElement).toDataURL !== undefined;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.update();\r\n }\r\n}\r\n"]}
@@ -2,7 +2,7 @@
2
2
  export interface HardwareTextureWrapper {
3
3
  underlyingResource: any;
4
4
  set(hardwareTexture: any): void;
5
- setUsage(textureSource: number, generateMipMaps: boolean, isCube: boolean, width: number, height: number): void;
5
+ setUsage(textureSource: number, generateMipMaps: boolean, is2DArray: boolean, isCube: boolean, is3D: boolean, width: number, height: number, depth: number): void;
6
6
  reset(): void;
7
7
  release(): void;
8
8
  }
@@ -1 +1 @@
1
- {"version":3,"file":"hardwareTextureWrapper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/hardwareTextureWrapper.ts"],"names":[],"mappings":"","sourcesContent":["/** @internal */\r\nexport interface HardwareTextureWrapper {\r\n underlyingResource: any;\r\n\r\n set(hardwareTexture: any): void;\r\n setUsage(textureSource: number, generateMipMaps: boolean, isCube: boolean, width: number, height: number): void;\r\n reset(): void;\r\n release(): void;\r\n}\r\n"]}
1
+ {"version":3,"file":"hardwareTextureWrapper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/hardwareTextureWrapper.ts"],"names":[],"mappings":"","sourcesContent":["/** @internal */\r\nexport interface HardwareTextureWrapper {\r\n underlyingResource: any;\r\n\r\n set(hardwareTexture: any): void;\r\n setUsage(textureSource: number, generateMipMaps: boolean, is2DArray: boolean, isCube: boolean, is3D: boolean, width: number, height: number, depth: number): void;\r\n reset(): void;\r\n release(): void;\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { Observable } from "../../Misc/observable";
2
- import type { Nullable, int } from "../../types";
2
+ import type { ImageSource, Nullable, int } from "../../types";
3
3
  import type { ICanvas, ICanvasRenderingContext } from "../../Engines/ICanvas";
4
4
  import type { HardwareTextureWrapper } from "./hardwareTextureWrapper";
5
5
  import { TextureSampler } from "./textureSampler";
@@ -214,6 +214,10 @@ export declare class InternalTexture extends TextureSampler {
214
214
  /** @internal */
215
215
  _useSRGBBuffer: boolean;
216
216
  /** @internal */
217
+ _creationFlags: number;
218
+ /** @internal */
219
+ _originalFormat?: number;
220
+ /** @internal */
217
221
  _lodTextureHigh: Nullable<BaseTexture>;
218
222
  /** @internal */
219
223
  _lodTextureMid: Nullable<BaseTexture>;
@@ -236,7 +240,7 @@ export declare class InternalTexture extends TextureSampler {
236
240
  /** @internal */
237
241
  _premulAlpha: boolean;
238
242
  /** @internal */
239
- _dynamicTextureSource: Nullable<ImageBitmap | ImageData | HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | OffscreenCanvas>;
243
+ _dynamicTextureSource: Nullable<ImageSource>;
240
244
  private _engine;
241
245
  private _uniqueId;
242
246
  /** @internal */
@@ -233,6 +233,8 @@ export class InternalTexture extends TextureSampler {
233
233
  this._lodGenerationOffset = 0;
234
234
  /** @internal */
235
235
  this._useSRGBBuffer = false;
236
+ /** @internal */
237
+ this._creationFlags = 0;
236
238
  // The following three fields helps sharing generated fixed LODs for texture filtering
237
239
  // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.
238
240
  // They are at the level of the gl texture to benefit from the cache.
@@ -291,7 +293,7 @@ export class InternalTexture extends TextureSampler {
291
293
  }
292
294
  /** @internal */
293
295
  _rebuild() {
294
- var _a;
296
+ var _a, _b;
295
297
  this.isReady = false;
296
298
  this._cachedCoordinatesMode = null;
297
299
  this._cachedWrapU = null;
@@ -326,7 +328,7 @@ export class InternalTexture extends TextureSampler {
326
328
  }, null, this._buffer, undefined, this.format, this._extension, undefined, undefined, undefined, this._useSRGBBuffer);
327
329
  return;
328
330
  case InternalTextureSource.Raw:
329
- proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression, this.type, undefined, this._useSRGBBuffer);
331
+ proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression, this.type, this._creationFlags, this._useSRGBBuffer);
330
332
  proxy._swapAndDie(this, false);
331
333
  this.isReady = true;
332
334
  break;
@@ -355,7 +357,7 @@ export class InternalTexture extends TextureSampler {
355
357
  }, null, this.format, this._extension, false, 0, 0, null, undefined, this._useSRGBBuffer);
356
358
  return;
357
359
  case InternalTextureSource.CubeRaw:
358
- proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
360
+ proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, (_b = this._originalFormat) !== null && _b !== void 0 ? _b : this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
359
361
  proxy._swapAndDie(this, false);
360
362
  this.isReady = true;
361
363
  break;
@@ -380,7 +382,7 @@ export class InternalTexture extends TextureSampler {
380
382
  _swapAndDie(target, swapAll = true) {
381
383
  // TODO what about refcount on target?
382
384
  var _a;
383
- (_a = this._hardwareTexture) === null || _a === void 0 ? void 0 : _a.setUsage(target._source, this.generateMipMaps, this.isCube, this.width, this.height);
385
+ (_a = this._hardwareTexture) === null || _a === void 0 ? void 0 : _a.setUsage(target._source, this.generateMipMaps, this.is2DArray, this.isCube, this.is3D, this.width, this.height, this.depth);
384
386
  target._hardwareTexture = this._hardwareTexture;
385
387
  if (swapAll) {
386
388
  target._isRGBD = this._isRGBD;
@@ -1 +1 @@
1
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{ Observable } from \"../../Misc/observable\";\r\nimport type { Nullable, int } from \"../../types\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\nimport type { HardwareTextureWrapper } from \"./hardwareTextureWrapper\";\r\nimport { TextureSampler } from \"./textureSampler\";\r\n\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth/stencil texture\r\n */\r\n DepthStencil,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture extends TextureSampler {\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /** @internal */\r\n public _originalUrl: string; // not empty only if different from url\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n /**\r\n * Gets a boolean indicating if the texture uses mipmaps\r\n * TODO implements useMipMaps as a separate setting from generateMipMaps\r\n */\r\n public get useMipMaps() {\r\n return this.generateMipMaps;\r\n }\r\n public set useMipMaps(value: boolean) {\r\n this.generateMipMaps = value;\r\n }\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable<InternalTexture>();\r\n /**\r\n * Observable called when the texture load is raising an error\r\n */\r\n public onErrorObservable = new Observable<Partial<{ message: string; exception: any }>>();\r\n /**\r\n * If this callback is defined it will be called instead of the default _rebuild function\r\n */\r\n public onRebuildCallback: Nullable<\r\n (internalTexture: InternalTexture) => {\r\n proxy: Nullable<InternalTexture | Promise<InternalTexture>>;\r\n isReady: boolean;\r\n isAsync: boolean;\r\n }\r\n > = null;\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n\r\n // Private\r\n /** @internal */\r\n public _invertVScale = false;\r\n /** @internal */\r\n public _associatedChannel = -1;\r\n /** @internal */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @internal */\r\n public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null;\r\n /** @internal */\r\n public _bufferView: Nullable<ArrayBufferView> = null;\r\n /** @internal */\r\n public _bufferViewArray: Nullable<ArrayBufferView[]> = null;\r\n /** @internal */\r\n public _bufferViewArrayArray: Nullable<ArrayBufferView[][]> = null;\r\n /** @internal */\r\n public _size: number = 0;\r\n /** @internal */\r\n public _extension: string = \"\";\r\n /** @internal */\r\n public _files: Nullable<string[]> = null;\r\n /** @internal */\r\n public _workingCanvas: Nullable<ICanvas> = null;\r\n /** @internal */\r\n public _workingContext: Nullable<ICanvasRenderingContext> = null;\r\n /** @internal */\r\n public _cachedCoordinatesMode: Nullable<number> = null;\r\n /** @internal */\r\n public _isDisabled: boolean = false;\r\n /** @internal */\r\n public _compression: Nullable<string> = null;\r\n /** @internal */\r\n public _sphericalPolynomial: Nullable<SphericalPolynomial> = null;\r\n /** @internal */\r\n public _sphericalPolynomialPromise: Nullable<Promise<SphericalPolynomial>> = null;\r\n /** @internal */\r\n public _sphericalPolynomialComputed = false;\r\n /** @internal */\r\n public _lodGenerationScale: number = 0;\r\n /** @internal */\r\n public _lodGenerationOffset: number = 0;\r\n /** @internal */\r\n public _useSRGBBuffer: boolean = false;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @internal */\r\n public _lodTextureHigh: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureMid: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureLow: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @internal */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @internal */\r\n public _irradianceTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _hardwareTexture: Nullable<HardwareTextureWrapper> = null;\r\n\r\n /** @internal */\r\n public _maxLodLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _references: number = 1;\r\n\r\n /** @internal */\r\n public _gammaSpace: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _premulAlpha = false;\r\n\r\n /** @internal */\r\n public _dynamicTextureSource: Nullable<ImageBitmap | ImageData | HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | OffscreenCanvas> = null;\r\n\r\n private _engine: ThinEngine;\r\n private _uniqueId: number;\r\n\r\n /** @internal */\r\n public static _Counter = 0;\r\n\r\n /** Gets the unique id of the internal texture */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setUniqueId(id: number) {\r\n this._uniqueId = id;\r\n }\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): ThinEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation = false) {\r\n super();\r\n\r\n this._engine = engine;\r\n this._source = source;\r\n this._uniqueId = InternalTexture._Counter++;\r\n\r\n if (!delayAllocation) {\r\n this._hardwareTexture = engine._createHardwareTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this._engine.updateTextureDimensions(this, width, height, depth);\r\n\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedWrapR = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n if (this.onRebuildCallback) {\r\n const data = this.onRebuildCallback(this);\r\n const swapAndSetIsReady = (proxyInternalTexture: InternalTexture) => {\r\n proxyInternalTexture._swapAndDie(this, false);\r\n this.isReady = data.isReady;\r\n };\r\n if (data.isAsync) {\r\n (data.proxy as Promise<InternalTexture>).then(swapAndSetIsReady);\r\n } else {\r\n swapAndSetIsReady(data.proxy as InternalTexture);\r\n }\r\n return;\r\n }\r\n\r\n let proxy: InternalTexture;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n break;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(\r\n this._originalUrl ?? this.url,\r\n !this.generateMipMaps,\r\n this.invertY,\r\n null,\r\n this.samplingMode,\r\n // Do not use Proxy here as it could be fully synchronous\r\n // and proxy would be undefined.\r\n (temp) => {\r\n temp._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this._buffer,\r\n undefined,\r\n this.format,\r\n this._extension,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this, false);\r\n if (this._dynamicTextureSource) {\r\n this._engine.updateDynamicTexture(this, this._dynamicTextureSource, this.invertY, this._premulAlpha, this.format, true);\r\n }\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n break;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(\r\n this.url,\r\n null,\r\n this._files,\r\n !this.generateMipMaps,\r\n () => {\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension,\r\n false,\r\n 0,\r\n 0,\r\n null,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(\r\n this._bufferViewArray!,\r\n this.width,\r\n this.format,\r\n this.type,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression\r\n );\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n // This case is being handeled by the environment texture tools and is not a part of the rebuild process.\r\n // To use CubeRawRGBD use updateRGBDAsync on the cube texture.\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(\r\n this.url,\r\n null,\r\n this._lodGenerationScale,\r\n this._lodGenerationOffset,\r\n (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this, false);\r\n }\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension\r\n );\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture, swapAll = true): void {\r\n // TODO what about refcount on target?\r\n\r\n this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.isCube, this.width, this.height);\r\n\r\n target._hardwareTexture = this._hardwareTexture;\r\n if (swapAll) {\r\n target._isRGBD = this._isRGBD;\r\n }\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n const cache = this._engine.getLoadedTexturesCache();\r\n let index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n this._references--;\r\n this.onLoadedObservable.clear();\r\n this.onErrorObservable.clear();\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._hardwareTexture = null;\r\n this._dynamicTextureSource = null;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Observable } from \"../../Misc/observable\";\r\nimport type { ImageSource, Nullable, int } from \"../../types\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\nimport type { HardwareTextureWrapper } from \"./hardwareTextureWrapper\";\r\nimport { TextureSampler } from \"./textureSampler\";\r\n\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth/stencil texture\r\n */\r\n DepthStencil,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture extends TextureSampler {\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /** @internal */\r\n public _originalUrl: string; // not empty only if different from url\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n /**\r\n * Gets a boolean indicating if the texture uses mipmaps\r\n * TODO implements useMipMaps as a separate setting from generateMipMaps\r\n */\r\n public get useMipMaps() {\r\n return this.generateMipMaps;\r\n }\r\n public set useMipMaps(value: boolean) {\r\n this.generateMipMaps = value;\r\n }\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable<InternalTexture>();\r\n /**\r\n * Observable called when the texture load is raising an error\r\n */\r\n public onErrorObservable = new Observable<Partial<{ message: string; exception: any }>>();\r\n /**\r\n * If this callback is defined it will be called instead of the default _rebuild function\r\n */\r\n public onRebuildCallback: Nullable<\r\n (internalTexture: InternalTexture) => {\r\n proxy: Nullable<InternalTexture | Promise<InternalTexture>>;\r\n isReady: boolean;\r\n isAsync: boolean;\r\n }\r\n > = null;\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n\r\n // Private\r\n /** @internal */\r\n public _invertVScale = false;\r\n /** @internal */\r\n public _associatedChannel = -1;\r\n /** @internal */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @internal */\r\n public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null;\r\n /** @internal */\r\n public _bufferView: Nullable<ArrayBufferView> = null;\r\n /** @internal */\r\n public _bufferViewArray: Nullable<ArrayBufferView[]> = null;\r\n /** @internal */\r\n public _bufferViewArrayArray: Nullable<ArrayBufferView[][]> = null;\r\n /** @internal */\r\n public _size: number = 0;\r\n /** @internal */\r\n public _extension: string = \"\";\r\n /** @internal */\r\n public _files: Nullable<string[]> = null;\r\n /** @internal */\r\n public _workingCanvas: Nullable<ICanvas> = null;\r\n /** @internal */\r\n public _workingContext: Nullable<ICanvasRenderingContext> = null;\r\n /** @internal */\r\n public _cachedCoordinatesMode: Nullable<number> = null;\r\n /** @internal */\r\n public _isDisabled: boolean = false;\r\n /** @internal */\r\n public _compression: Nullable<string> = null;\r\n /** @internal */\r\n public _sphericalPolynomial: Nullable<SphericalPolynomial> = null;\r\n /** @internal */\r\n public _sphericalPolynomialPromise: Nullable<Promise<SphericalPolynomial>> = null;\r\n /** @internal */\r\n public _sphericalPolynomialComputed = false;\r\n /** @internal */\r\n public _lodGenerationScale: number = 0;\r\n /** @internal */\r\n public _lodGenerationOffset: number = 0;\r\n /** @internal */\r\n public _useSRGBBuffer: boolean = false;\r\n /** @internal */\r\n public _creationFlags: number = 0;\r\n /** @internal */\r\n public _originalFormat?: number;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @internal */\r\n public _lodTextureHigh: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureMid: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureLow: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @internal */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @internal */\r\n public _irradianceTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _hardwareTexture: Nullable<HardwareTextureWrapper> = null;\r\n\r\n /** @internal */\r\n public _maxLodLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _references: number = 1;\r\n\r\n /** @internal */\r\n public _gammaSpace: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _premulAlpha = false;\r\n\r\n /** @internal */\r\n public _dynamicTextureSource: Nullable<ImageSource> = null;\r\n\r\n private _engine: ThinEngine;\r\n private _uniqueId: number;\r\n\r\n /** @internal */\r\n public static _Counter = 0;\r\n\r\n /** Gets the unique id of the internal texture */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setUniqueId(id: number) {\r\n this._uniqueId = id;\r\n }\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): ThinEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation = false) {\r\n super();\r\n\r\n this._engine = engine;\r\n this._source = source;\r\n this._uniqueId = InternalTexture._Counter++;\r\n\r\n if (!delayAllocation) {\r\n this._hardwareTexture = engine._createHardwareTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this._engine.updateTextureDimensions(this, width, height, depth);\r\n\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedWrapR = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n if (this.onRebuildCallback) {\r\n const data = this.onRebuildCallback(this);\r\n const swapAndSetIsReady = (proxyInternalTexture: InternalTexture) => {\r\n proxyInternalTexture._swapAndDie(this, false);\r\n this.isReady = data.isReady;\r\n };\r\n if (data.isAsync) {\r\n (data.proxy as Promise<InternalTexture>).then(swapAndSetIsReady);\r\n } else {\r\n swapAndSetIsReady(data.proxy as InternalTexture);\r\n }\r\n return;\r\n }\r\n\r\n let proxy: InternalTexture;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n break;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(\r\n this._originalUrl ?? this.url,\r\n !this.generateMipMaps,\r\n this.invertY,\r\n null,\r\n this.samplingMode,\r\n // Do not use Proxy here as it could be fully synchronous\r\n // and proxy would be undefined.\r\n (temp) => {\r\n temp._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this._buffer,\r\n undefined,\r\n this.format,\r\n this._extension,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n this._creationFlags,\r\n this._useSRGBBuffer\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this, false);\r\n if (this._dynamicTextureSource) {\r\n this._engine.updateDynamicTexture(this, this._dynamicTextureSource, this.invertY, this._premulAlpha, this.format, true);\r\n }\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n break;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(\r\n this.url,\r\n null,\r\n this._files,\r\n !this.generateMipMaps,\r\n () => {\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension,\r\n false,\r\n 0,\r\n 0,\r\n null,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(\r\n this._bufferViewArray!,\r\n this.width,\r\n this._originalFormat ?? this.format,\r\n this.type,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression\r\n );\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n // This case is being handeled by the environment texture tools and is not a part of the rebuild process.\r\n // To use CubeRawRGBD use updateRGBDAsync on the cube texture.\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(\r\n this.url,\r\n null,\r\n this._lodGenerationScale,\r\n this._lodGenerationOffset,\r\n (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this, false);\r\n }\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension\r\n );\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture, swapAll = true): void {\r\n // TODO what about refcount on target?\r\n\r\n this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.is2DArray, this.isCube, this.is3D, this.width, this.height, this.depth);\r\n\r\n target._hardwareTexture = this._hardwareTexture;\r\n if (swapAll) {\r\n target._isRGBD = this._isRGBD;\r\n }\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n const cache = this._engine.getLoadedTexturesCache();\r\n let index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n this._references--;\r\n this.onLoadedObservable.clear();\r\n this.onErrorObservable.clear();\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._hardwareTexture = null;\r\n this._dynamicTextureSource = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -577,12 +577,14 @@ export class RenderTargetTexture extends Texture {
577
577
  useCameraPostProcess = this.useCameraPostProcesses;
578
578
  }
579
579
  if (this._waitingRenderList) {
580
- this.renderList = [];
581
- for (let index = 0; index < this._waitingRenderList.length; index++) {
582
- const id = this._waitingRenderList[index];
583
- const mesh = scene.getMeshById(id);
584
- if (mesh) {
585
- this.renderList.push(mesh);
580
+ if (!this.renderListPredicate) {
581
+ this.renderList = [];
582
+ for (let index = 0; index < this._waitingRenderList.length; index++) {
583
+ const id = this._waitingRenderList[index];
584
+ const mesh = scene.getMeshById(id);
585
+ if (mesh) {
586
+ this.renderList.push(mesh);
587
+ }
586
588
  }
587
589
  }
588
590
  this._waitingRenderList = undefined;
@@ -857,10 +859,8 @@ export class RenderTargetTexture extends Texture {
857
859
  if (this.onClearObservable.hasObservers()) {
858
860
  this.onClearObservable.notifyObservers(engine);
859
861
  }
860
- else {
861
- if (!this.skipInitialClear) {
862
- engine.clear(this.clearColor || scene.clearColor, true, true, true);
863
- }
862
+ else if (!this.skipInitialClear) {
863
+ engine.clear(this.clearColor || scene.clearColor, true, true, true);
864
864
  }
865
865
  if (!this._doNotChangeAspectRatio) {
866
866
  scene.updateTransformMatrix(true);