@babylonjs/core 6.37.1 → 6.38.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (223) hide show
  1. package/Behaviors/Meshes/baseSixDofDragBehavior.js +1 -1
  2. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  3. package/Behaviors/Meshes/sixDofDragBehavior.js +26 -6
  4. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  5. package/Bones/skeleton.js +2 -2
  6. package/Bones/skeleton.js.map +1 -1
  7. package/Buffers/buffer.align.js +4 -1
  8. package/Buffers/buffer.align.js.map +1 -1
  9. package/Buffers/buffer.d.ts +10 -3
  10. package/Buffers/buffer.js +34 -5
  11. package/Buffers/buffer.js.map +1 -1
  12. package/Engines/Extensions/engine.cubeTexture.d.ts +1 -3
  13. package/Engines/Extensions/engine.cubeTexture.js +1 -3
  14. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  15. package/Engines/Extensions/engine.renderTarget.js +6 -17
  16. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  17. package/Engines/ICanvas.d.ts +60 -0
  18. package/Engines/ICanvas.js.map +1 -1
  19. package/Engines/IPipelineContext.d.ts +3 -3
  20. package/Engines/IPipelineContext.js.map +1 -1
  21. package/Engines/Native/nativePipelineContext.d.ts +4 -5
  22. package/Engines/Native/nativePipelineContext.js +2 -9
  23. package/Engines/Native/nativePipelineContext.js.map +1 -1
  24. package/Engines/Native/validatedNativeDataStream.d.ts +3 -0
  25. package/Engines/Native/validatedNativeDataStream.js +3 -0
  26. package/Engines/Native/validatedNativeDataStream.js.map +1 -1
  27. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +11 -0
  28. package/Engines/WebGL/webGLRenderTargetWrapper.js +27 -0
  29. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  30. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +8 -4
  31. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  32. package/Engines/WebGPU/Extensions/engine.renderTarget.js +1 -1
  33. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  34. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  35. package/Engines/WebGPU/webgpuConstants.d.ts +3 -1
  36. package/Engines/WebGPU/webgpuConstants.js +2 -0
  37. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  38. package/Engines/WebGPU/webgpuTextureManager.js +3 -0
  39. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  40. package/Engines/engine.d.ts +10 -45
  41. package/Engines/nativeEngine.d.ts +3 -1
  42. package/Engines/nativeEngine.js +29 -30
  43. package/Engines/nativeEngine.js.map +1 -1
  44. package/Engines/renderTargetWrapper.js +7 -1
  45. package/Engines/renderTargetWrapper.js.map +1 -1
  46. package/Engines/thinEngine.d.ts +3 -3
  47. package/Engines/thinEngine.js +16 -8
  48. package/Engines/thinEngine.js.map +1 -1
  49. package/Engines/webgpuEngine.d.ts +2 -2
  50. package/Engines/webgpuEngine.js +7 -13
  51. package/Engines/webgpuEngine.js.map +1 -1
  52. package/FlowGraph/Blocks/Data/Logic/index.d.ts +0 -1
  53. package/FlowGraph/Blocks/Data/Logic/index.js +0 -1
  54. package/FlowGraph/Blocks/Data/Logic/index.js.map +1 -1
  55. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.d.ts +327 -1
  56. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js +465 -74
  57. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js.map +1 -1
  58. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.d.ts +3 -0
  59. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
  60. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.d.ts +1 -1
  61. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js +2 -2
  62. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
  63. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +7 -3
  64. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +7 -6
  65. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
  66. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.d.ts +14 -0
  67. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js +4 -0
  68. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js.map +1 -1
  69. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +3 -0
  70. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  71. package/FlowGraph/flowGraphConnection.d.ts +16 -0
  72. package/FlowGraph/flowGraphConnection.js.map +1 -1
  73. package/FlowGraph/flowGraphContext.d.ts +14 -0
  74. package/FlowGraph/flowGraphContext.js.map +1 -1
  75. package/FlowGraph/flowGraphInteger.d.ts +62 -0
  76. package/FlowGraph/flowGraphInteger.js +76 -0
  77. package/FlowGraph/flowGraphInteger.js.map +1 -0
  78. package/FlowGraph/flowGraphPathConverterComponent.d.ts +2 -1
  79. package/FlowGraph/flowGraphPathConverterComponent.js +3 -3
  80. package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
  81. package/FlowGraph/flowGraphRichTypes.d.ts +2 -0
  82. package/FlowGraph/flowGraphRichTypes.js +5 -0
  83. package/FlowGraph/flowGraphRichTypes.js.map +1 -1
  84. package/FlowGraph/serialization.js +8 -1
  85. package/FlowGraph/serialization.js.map +1 -1
  86. package/Gizmos/boundingBoxGizmo.js +1 -1
  87. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  88. package/Gizmos/cameraGizmo.d.ts +9 -2
  89. package/Gizmos/cameraGizmo.js +29 -10
  90. package/Gizmos/cameraGizmo.js.map +1 -1
  91. package/Inputs/scene.inputManager.js +1 -1
  92. package/Inputs/scene.inputManager.js.map +1 -1
  93. package/Lights/shadowLight.d.ts +2 -2
  94. package/Lights/shadowLight.js +1 -1
  95. package/Lights/shadowLight.js.map +1 -1
  96. package/Lights/spotLight.js +1 -1
  97. package/Lights/spotLight.js.map +1 -1
  98. package/Materials/Node/Blocks/addBlock.js +1 -1
  99. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  100. package/Materials/Node/Blocks/divideBlock.js +1 -1
  101. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  102. package/Materials/Node/Blocks/multiplyBlock.js +1 -1
  103. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  104. package/Materials/Node/Blocks/subtractBlock.js +1 -1
  105. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  106. package/Materials/PBR/pbrMaterial.d.ts +1 -0
  107. package/Materials/PBR/pbrMaterial.js +1 -0
  108. package/Materials/PBR/pbrMaterial.js.map +1 -1
  109. package/Materials/Textures/baseTexture.d.ts +1 -1
  110. package/Materials/Textures/baseTexture.js +1 -1
  111. package/Materials/Textures/baseTexture.js.map +1 -1
  112. package/Materials/Textures/internalTexture.js +5 -0
  113. package/Materials/Textures/internalTexture.js.map +1 -1
  114. package/Materials/Textures/multiRenderTarget.d.ts +1 -1
  115. package/Materials/Textures/multiRenderTarget.js +4 -4
  116. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  117. package/Materials/Textures/videoTexture.js +2 -0
  118. package/Materials/Textures/videoTexture.js.map +1 -1
  119. package/Materials/effect.js +2 -1
  120. package/Materials/effect.js.map +1 -1
  121. package/Materials/materialPluginManager.d.ts +1 -1
  122. package/Materials/materialPluginManager.js.map +1 -1
  123. package/Meshes/Node/Blocks/geometryArcTan2Block.d.ts +30 -0
  124. package/Meshes/Node/Blocks/geometryArcTan2Block.js +81 -0
  125. package/Meshes/Node/Blocks/geometryArcTan2Block.js.map +1 -0
  126. package/Meshes/Node/Blocks/geometryClampBlock.d.ts +33 -0
  127. package/Meshes/Node/Blocks/geometryClampBlock.js +101 -0
  128. package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -0
  129. package/Meshes/Node/Blocks/geometryCrossBlock.d.ts +30 -0
  130. package/Meshes/Node/Blocks/geometryCrossBlock.js +76 -0
  131. package/Meshes/Node/Blocks/geometryCrossBlock.js.map +1 -0
  132. package/Meshes/Node/Blocks/geometryLerpBlock.d.ts +34 -0
  133. package/Meshes/Node/Blocks/geometryLerpBlock.js +90 -0
  134. package/Meshes/Node/Blocks/geometryLerpBlock.js.map +1 -0
  135. package/Meshes/Node/Blocks/geometryModBlock.d.ts +30 -0
  136. package/Meshes/Node/Blocks/geometryModBlock.js +82 -0
  137. package/Meshes/Node/Blocks/geometryModBlock.js.map +1 -0
  138. package/Meshes/Node/Blocks/geometryNLerpBlock.d.ts +34 -0
  139. package/Meshes/Node/Blocks/geometryNLerpBlock.js +96 -0
  140. package/Meshes/Node/Blocks/geometryNLerpBlock.js.map +1 -0
  141. package/Meshes/Node/Blocks/geometryPowBlock.d.ts +30 -0
  142. package/Meshes/Node/Blocks/geometryPowBlock.js +82 -0
  143. package/Meshes/Node/Blocks/geometryPowBlock.js.map +1 -0
  144. package/Meshes/Node/Blocks/geometrySmoothStepBlock.d.ts +34 -0
  145. package/Meshes/Node/Blocks/geometrySmoothStepBlock.js +91 -0
  146. package/Meshes/Node/Blocks/geometrySmoothStepBlock.js.map +1 -0
  147. package/Meshes/Node/Blocks/geometryStepBlock.d.ts +30 -0
  148. package/Meshes/Node/Blocks/geometryStepBlock.js +84 -0
  149. package/Meshes/Node/Blocks/geometryStepBlock.js.map +1 -0
  150. package/Meshes/Node/Blocks/geometryTrigonometryBlock.d.ts +19 -15
  151. package/Meshes/Node/Blocks/geometryTrigonometryBlock.js +37 -17
  152. package/Meshes/Node/Blocks/geometryTrigonometryBlock.js.map +1 -1
  153. package/Meshes/Node/index.d.ts +9 -0
  154. package/Meshes/Node/index.js +9 -0
  155. package/Meshes/Node/index.js.map +1 -1
  156. package/Meshes/geometry.js +8 -5
  157. package/Meshes/geometry.js.map +1 -1
  158. package/Meshes/thinInstanceMesh.d.ts +1 -1
  159. package/Meshes/thinInstanceMesh.js +2 -2
  160. package/Meshes/thinInstanceMesh.js.map +1 -1
  161. package/Navigation/INavigationEngine.d.ts +10 -1
  162. package/Navigation/INavigationEngine.js.map +1 -1
  163. package/Navigation/Plugins/recastJSPlugin.d.ts +20 -0
  164. package/Navigation/Plugins/recastJSPlugin.js +43 -8
  165. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  166. package/ObjectModel/objectModelInterfaces.d.ts +5 -0
  167. package/ObjectModel/objectModelInterfaces.js.map +1 -1
  168. package/Particles/gpuParticleSystem.d.ts +1 -0
  169. package/Particles/gpuParticleSystem.js +10 -3
  170. package/Particles/gpuParticleSystem.js.map +1 -1
  171. package/Physics/v2/ragdoll.js +4 -0
  172. package/Physics/v2/ragdoll.js.map +1 -1
  173. package/Rendering/GaussianSplatting/gaussianSplatting.d.ts +6 -0
  174. package/Rendering/GaussianSplatting/gaussianSplatting.js +124 -39
  175. package/Rendering/GaussianSplatting/gaussianSplatting.js.map +1 -1
  176. package/Rendering/GlobalIllumination/giRSM.d.ts +54 -0
  177. package/Rendering/GlobalIllumination/giRSM.js +54 -0
  178. package/Rendering/GlobalIllumination/giRSM.js.map +1 -0
  179. package/Rendering/GlobalIllumination/giRSMManager.d.ts +256 -0
  180. package/Rendering/GlobalIllumination/giRSMManager.js +715 -0
  181. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -0
  182. package/Rendering/GlobalIllumination/index.d.ts +2 -0
  183. package/Rendering/GlobalIllumination/index.js +3 -0
  184. package/Rendering/GlobalIllumination/index.js.map +1 -0
  185. package/Rendering/fluidRenderer/fluidRenderer.js +20 -1
  186. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  187. package/Rendering/index.d.ts +2 -0
  188. package/Rendering/index.js +2 -0
  189. package/Rendering/index.js.map +1 -1
  190. package/Rendering/prePassRendererSceneComponent.js +1 -4
  191. package/Rendering/prePassRendererSceneComponent.js.map +1 -1
  192. package/Rendering/reflectiveShadowMap.d.ts +152 -0
  193. package/Rendering/reflectiveShadowMap.js +389 -0
  194. package/Rendering/reflectiveShadowMap.js.map +1 -0
  195. package/Shaders/bilateralBlur.fragment.d.ts +5 -0
  196. package/Shaders/bilateralBlur.fragment.js +20 -0
  197. package/Shaders/bilateralBlur.fragment.js.map +1 -0
  198. package/Shaders/bilateralBlurQuality.fragment.d.ts +5 -0
  199. package/Shaders/bilateralBlurQuality.fragment.js +20 -0
  200. package/Shaders/bilateralBlurQuality.fragment.js.map +1 -0
  201. package/Shaders/rsmFullGlobalIllumination.fragment.d.ts +5 -0
  202. package/Shaders/rsmFullGlobalIllumination.fragment.js +28 -0
  203. package/Shaders/rsmFullGlobalIllumination.fragment.js.map +1 -0
  204. package/Shaders/rsmGlobalIllumination.fragment.d.ts +5 -0
  205. package/Shaders/rsmGlobalIllumination.fragment.js +33 -0
  206. package/Shaders/rsmGlobalIllumination.fragment.js.map +1 -0
  207. package/XR/features/WebXRControllerPointerSelection.js +1 -0
  208. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  209. package/XR/features/WebXRControllerTeleportation.d.ts +9 -1
  210. package/XR/features/WebXRControllerTeleportation.js +3 -0
  211. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  212. package/XR/webXRCamera.d.ts +2 -0
  213. package/XR/webXRCamera.js +2 -0
  214. package/XR/webXRCamera.js.map +1 -1
  215. package/node.d.ts +3 -0
  216. package/node.js +3 -0
  217. package/node.js.map +1 -1
  218. package/package.json +1 -1
  219. package/scene.js +1 -1
  220. package/scene.js.map +1 -1
  221. package/FlowGraph/Blocks/Data/Logic/flowGraphBitwiseBlocks.d.ts +0 -60
  222. package/FlowGraph/Blocks/Data/Logic/flowGraphBitwiseBlocks.js +0 -104
  223. package/FlowGraph/Blocks/Data/Logic/flowGraphBitwiseBlocks.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"pbrMaterial.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/PBR/pbrMaterial.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,iBAAiB,EAAE,gBAAgB,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAChI,OAAO,EAAE,yBAAyB,EAAE,MAAM,6BAA6B,CAAC;AAGxE,OAAO,EAAE,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAIhD,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACpD,OAAO,EAAE,aAAa,EAAE,MAAM,sBAAsB,CAAC;AACrD,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AAEvC;;;;;;GAMG;AACH,MAAM,OAAO,WAAY,SAAQ,eAAe;IA+N5C;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,UAAU,CAAC,iBAAiB,CAAC;IAC7C,CAAC;IACD,IAAW,iBAAiB,CAAC,KAA4B;QACrD,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,KAAK,CAAC;QAC1C,IAAI,KAAK,EAAE;YACP,IAAI,CAAC,UAAU,CAAC,mBAAmB,GAAG,IAAI,CAAC;SAC9C;aAAM,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,8BAA8B,EAAE;YACxD,IAAI,CAAC,UAAU,CAAC,mBAAmB,GAAG,KAAK,CAAC;SAC/C;IACL,CAAC;IA4CD;;;;;;;OAOG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,UAAU,CAAC,iBAAiB,CAAC;IAC7C,CAAC;IACD,IAAW,iBAAiB,CAAC,KAAa;QACtC,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,UAAU,CAAC,iBAAiB,CAAC;IAC7C,CAAC;IACD,IAAW,iBAAiB,CAAC,KAAc;QACvC,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED;;;OAGG;IACH,IAAW,8BAA8B;QACrC,OAAO,IAAI,CAAC,UAAU,CAAC,8BAA8B,CAAC;IAC1D,CAAC;IACD,IAAW,8BAA8B,CAAC,KAAc;QACpD,IAAI,CAAC,UAAU,CAAC,8BAA8B,GAAG,KAAK,CAAC;QACvD,IAAI,KAAK,EAAE;YACP,IAAI,CAAC,UAAU,CAAC,mBAAmB,GAAG,IAAI,CAAC;SAC9C;IACL,CAAC;IAwFD;;;;OAIG;IAEH,IAAW,uBAAuB;QAC9B,OAAO,IAAI,CAAC,aAAa,KAAK,eAAe,CAAC,qBAAqB,CAAC;IACxE,CAAC;IAED;;;;OAIG;IACH,IAAW,uBAAuB,CAAC,KAAc;QAC7C,IAAI,KAAK,KAAK,IAAI,CAAC,uBAAuB,EAAE;YACxC,qCAAqC;YACrC,IAAI,CAAC,gCAAgC,EAAE,CAAC;YAExC,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,aAAa,GAAG,eAAe,CAAC,qBAAqB,CAAC;aAC9D;iBAAM;gBACH,IAAI,CAAC,aAAa,GAAG,eAAe,CAAC,qBAAqB,CAAC;aAC9D;SACJ;IACL,CAAC;IAED;;;OAGG;IAEH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,aAAa,KAAK,eAAe,CAAC,iBAAiB,CAAC;IACpE,CAAC;IAED;;;OAGG;IACH,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,KAAK,KAAK,IAAI,CAAC,mBAAmB,EAAE;YACpC,qCAAqC;YACrC,IAAI,CAAC,gCAAgC,EAAE,CAAC;YAExC,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,aAAa,GAAG,eAAe,CAAC,iBAAiB,CAAC;aAC1D;iBAAM;gBACH,IAAI,CAAC,aAAa,GAAG,eAAe,CAAC,qBAAqB,CAAC;aAC9D;SACJ;IACL,CAAC;IAyJD;;OAEG;IACH,IAAW,4BAA4B;QACnC,OAAO,IAAI,CAAC,6BAA6B,CAAC;IAC9C,CAAC;IAED;;;;OAIG;IACH,IAAW,4BAA4B,CAAC,KAAmC;QACvE,IAAI,CAAC,mCAAmC,CAAC,KAAK,CAAC,CAAC;QAEhD,qCAAqC;QACrC,IAAI,CAAC,gCAAgC,EAAE,CAAC;IAC5C,CAAC;IAED;;OAEG;IACH,IAAW,wBAAwB;QAC/B,OAAO,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;IAChE,CAAC;IACD;;OAEG;IACH,IAAW,wBAAwB,CAAC,KAAc;QAC9C,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;IACjE,CAAC;IAED;;OAEG;IACH,IAAW,yBAAyB;QAChC,OAAO,IAAI,CAAC,4BAA4B,CAAC,mBAAmB,CAAC;IACjE,CAAC;IACD;;OAEG;IACH,IAAW,yBAAyB,CAAC,KAAc;QAC/C,IAAI,CAAC,4BAA4B,CAAC,mBAAmB,GAAG,KAAK,CAAC;IAClE,CAAC;IAED;;OAEG;IACH,IAAW,wBAAwB;QAC/B,OAAO,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,CAAC;IACjE,CAAC;IACD;;OAEG;IACH,IAAW,wBAAwB,CAAC,KAAc;QAC9C,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,GAAG,KAAK,CAAC;IAClE,CAAC;IAED;;;;OAIG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,6BAA6B,CAAC,QAAQ,CAAC;IACvD,CAAC;IACD;;;;OAIG;IACH,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,CAAC,6BAA6B,CAAC,QAAQ,GAAG,KAAK,CAAC;IACxD,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,6BAA6B,CAAC,QAAQ,CAAC;IACvD,CAAC;IAED;;OAEG;IACH,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,CAAC,6BAA6B,CAAC,QAAQ,GAAG,KAAK,CAAC;IACxD,CAAC;IAED;;OAEG;IACH,IAAW,yBAAyB;QAChC,OAAO,IAAI,CAAC,6BAA6B,CAAC,mBAAmB,CAAC;IAClE,CAAC;IACD;;OAEG;IACH,IAAW,yBAAyB,CAAC,KAA4B;QAC7D,IAAI,CAAC,6BAA6B,CAAC,mBAAmB,GAAG,KAAK,CAAC;IACnE,CAAC;IAED;;;;;OAKG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,6BAA6B,CAAC,WAAW,CAAC;IAC1D,CAAC;IACD;;;;;OAKG;IACH,IAAW,iBAAiB,CAAC,KAA4B;QACrD,IAAI,CAAC,6BAA6B,CAAC,WAAW,GAAG,KAAK,CAAC;IAC3D,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,KAAa;QACnC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAtsBvB;;;WAGG;QAGI,oBAAe,GAAW,GAAG,CAAC;QAErC;;;WAGG;QAGI,sBAAiB,GAAW,GAAG,CAAC;QAEvC;;;WAGG;QAGI,yBAAoB,GAAW,GAAG,CAAC;QAE1C;;;WAGG;QAGI,sBAAiB,GAAW,GAAG,CAAC;QAEvC;;WAEG;QAGI,mBAAc,GAAY,KAAK,CAAC;QAgBvC;;WAEG;QAGI,2BAAsB,GAAW,GAAG,CAAC;QAE5C;;;;WAIG;QAGI,2CAAsC,GAAW,WAAW,CAAC,+BAA+B,CAAC;QAqDpG;;;;;;;;WAQG;QAGI,qBAAgB,GAAG,CAAC,CAAC;QAE5B;;;;;;;;WAQG;QAGI,6BAAwB,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAEjD;;;WAGG;QAGI,kDAA6C,GAAG,KAAK,CAAC;QA0D7D;;WAEG;QAGI,iBAAY,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE1C;;WAEG;QAGI,gBAAW,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEzC;;WAEG;QAGI,sBAAiB,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE/C;;WAEG;QAGI,oBAAe,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAEnD;;WAEG;QAGI,kBAAa,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE3C;;WAEG;QAGI,iBAAY,GAAG,GAAG,CAAC;QAyC1B;;WAEG;QAGI,2BAAsB,GAAG,KAAK,CAAC;QAEtC;;WAEG;QAGI,8BAAyB,GAAG,KAAK,CAAC;QAEzC;;WAEG;QAGI,mBAAc,GAAG,KAAK,CAAC;QAE9B;;WAEG;QAGI,gBAAW,GAAG,GAAG,CAAC;QAEzB;;;WAGG;QAGI,yBAAoB,GAAG,IAAI,CAAC;QAEnC;;WAEG;QAGI,4CAAuC,GAAG,KAAK,CAAC;QAEvD;;WAEG;QAGI,yCAAoC,GAAG,IAAI,CAAC;QAEnD;;WAEG;QAGI,yCAAoC,GAAG,KAAK,CAAC;QAEpD;;WAEG;QAGI,yCAAoC,GAAG,KAAK,CAAC;QAEpD;;WAEG;QAGI,8CAAyC,GAAG,KAAK,CAAC;QAEzD;;WAEG;QAGI,0BAAqB,GAAG,KAAK,CAAC;QAErC;;;WAGG;QAGI,2CAAsC,GAAG,KAAK,CAAC;QAwDtD;;;WAGG;QAGI,yBAAoB,GAAG,IAAI,CAAC;QAEnC;;WAEG;QAGI,4BAAuB,GAAG,KAAK,CAAC;QAEvC;;WAEG;QAGI,gBAAW,GAAG,KAAK,CAAC;QAE3B;;WAEG;QAGI,yBAAoB,GAAG,KAAK,CAAC;QAEpC;;WAEG;QAGI,sBAAiB,GAAG,IAAI,CAAC;QAEhC;;WAEG;QAGI,oBAAe,GAAG,KAAK,CAAC;QAE/B;;WAEG;QAGI,8BAAyB,GAAG,KAAK,CAAC;QAEzC;;WAEG;QAGI,0BAAqB,GAAG,CAAC,CAAC;QAEjC;;WAEG;QAGI,qBAAgB,GAAG,KAAK,CAAC;QAEhC;;WAEG;QAGI,qBAAgB,GAAG,KAAK,CAAC;QAEhC;;WAEG;QAGI,qBAAgB,GAAG,KAAK,CAAC;QAEhC;;;WAGG;QAGI,oBAAe,GAAG,KAAK,CAAC;QAE/B;;;WAGG;QAGI,0BAAqB,GAAG,KAAK,CAAC;QAErC;;;;;;;WAOG;QAEI,2BAAsB,GAA0B,IAAI,CAAC;QAE5D;;WAEG;QAGI,uBAAkB,GAAG,KAAK,CAAC;QAElC;;;;WAIG;QAGI,+BAA0B,GAAG,KAAK,CAAC;QAE1C;;;WAGG;QAGI,wBAAmB,GAAG,IAAI,CAAC;QAElC;;;WAGG;QAGI,yBAAoB,GAAG,IAAI,CAAC;QAEnC;;WAEG;QAGI,UAAK,GAAG,KAAK,CAAC;QAErB;;WAEG;QAGI,gCAA2B,GAAG,KAAK,CAAC;QAoIvC,IAAI,CAAC,uBAAuB,GAAG,yBAAyB,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;IAC9E,CAAC;IAED;;OAEG;IACI,YAAY;QACf,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;;;;OAKG;IACI,KAAK,CAAC,IAAY,EAAE,wBAAiC,IAAI,EAAE,OAAO,GAAG,EAAE;QAC1E,MAAM,KAAK,GAAG,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,WAAW,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,EAAE,EAAE,qBAAqB,EAAE,CAAC,CAAC;QAEvH,KAAK,CAAC,EAAE,GAAG,IAAI,CAAC;QAChB,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC;QAElB,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC;QAEnC,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;QAEnC,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAC9C,mBAAmB,CAAC,UAAU,GAAG,qBAAqB,CAAC;QAEvD,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED,UAAU;IACV;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QAC1D,MAAM,QAAQ,GAAG,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,WAAW,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAE9G,IAAI,MAAM,CAAC,OAAO,EAAE;YAChB,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,MAAM,CAAC,OAAO,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SAC1D;QAED,QAAQ,CAAC,aAAa,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAEzD,6HAA6H;QAC7H,IAAI,MAAM,CAAC,SAAS,EAAE;YAClB,QAAQ,CAAC,SAAS,CAAC,KAAK,CAAC,MAAM,CAAC,SAAS,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SAC9D;QACD,IAAI,MAAM,CAAC,UAAU,EAAE;YACnB,QAAQ,CAAC,UAAU,CAAC,KAAK,CAAC,MAAM,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SAChE;QACD,IAAI,MAAM,CAAC,IAAI,EAAE;YACb,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SACpD;QACD,IAAI,MAAM,CAAC,KAAK,EAAE;YACd,QAAQ,CAAC,KAAK,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SACtD;QACD,IAAI,MAAM,CAAC,UAAU,EAAE;YACnB,QAAQ,CAAC,UAAU,CAAC,KAAK,CAAC,MAAM,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SAChE;QACD,IAAI,MAAM,CAAC,WAAW,EAAE;YACpB,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SAClE;QAED,OAAO,QAAQ,CAAC;IACpB,CAAC;;AAjzBD;;GAEG;AACoB,8BAAkB,GAAG,eAAe,CAAC,kBAAkB,AAArC,CAAsC;AAE/E;;GAEG;AACoB,iCAAqB,GAAG,eAAe,CAAC,qBAAqB,AAAxC,CAAyC;AAErF;;GAEG;AACoB,kCAAsB,GAAG,eAAe,CAAC,sBAAsB,AAAzC,CAA0C;AAEvF;;;GAGG;AACoB,yCAA6B,GAAG,eAAe,CAAC,6BAA6B,AAAhD,CAAiD;AAErG;;;GAGG;AACW,2CAA+B,GAAG,eAAe,CAAC,+BAA+B,AAAlD,CAAmD;AAQzF;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;oDAChB;AAQ9B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;sDACd;AAQhC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yDACX;AAQnC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;sDACd;AAOhC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;mDACd;AAOhC;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;kDACT;AAOrC;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;mDACR;AAOtC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;2DACT;AASrC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;2EAC+C;AAO7F;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,yCAAyC,CAAC;mDACf;AAOtC;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;sDACL;AAOzC;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;oDACP;AAOvC;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;wDACH;AAO3C;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;oDACP;AAQvC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;6CACnB;AAQ3B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;8CAClB;AAa5B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;qDACzB;AAarB;IAFN,iBAAiB,EAAE;IACnB,gBAAgB,CAAC,kCAAkC,CAAC;6DACJ;AAQ1C;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;kFACQ;AAStD;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;+DACI;AAUlD;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;uDACJ;AAQ1C;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;wDACH;AAO3C;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;gDACX;AAOnC;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,EAAE,IAAI,CAAC;oDACb;AAsBvC;IAFN,iBAAiB,CAAC,SAAS,CAAC;IAC5B,gBAAgB,CAAC,kCAAkC,CAAC;iDACX;AAOnC;IAFN,iBAAiB,CAAC,QAAQ,CAAC;IAC3B,gBAAgB,CAAC,kCAAkC,CAAC;gDACZ;AAOlC;IAFN,iBAAiB,CAAC,cAAc,CAAC;IACjC,gBAAgB,CAAC,kCAAkC,CAAC;sDACN;AAOxC;IAFN,iBAAiB,CAAC,YAAY,CAAC;IAC/B,gBAAgB,CAAC,kCAAkC,CAAC;oDACF;AAO5C;IAFN,iBAAiB,CAAC,UAAU,CAAC;IAC7B,gBAAgB,CAAC,kCAAkC,CAAC;kDACV;AAOpC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;iDAC3B;AA8CnB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;2DACf;AAO/B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,yCAAyC,CAAC;8DACnB;AAOlC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,yCAAyC,CAAC;mDAC9B;AAOvB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,yCAAyC,CAAC;gDACnC;AAQlB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yDAClB;AAO5B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;4EACE;AAOhD;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yEACF;AAO5C;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yEACD;AAO7C;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yEACD;AAO7C;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;8EACI;AAOlD;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;0DAChB;AAQ9B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;2EACC;AAQtD;IADC,SAAS,EAAE;0DAGX;AAyBD;IADC,SAAS,EAAE;sDAGX;AAyBM;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yDAClB;AAO5B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;4DACd;AAOhC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;gDAC1B;AAOpB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yDACjB;AAO7B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;sDACrB;AAOzB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,gCAAgC,CAAC;oDACpB;AAOxB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;8DACZ;AAOlC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,gCAAgC,CAAC;0DAClB;AAO1B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;qDACrB;AAOzB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;qDACrB;AAOzB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;qDACrB;AAQzB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;oDACtB;AAQxB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;0DAChB;AAW9B;IADN,gBAAgB,CAAC,kCAAkC,CAAC;2DACO;AAOrD;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;uDACnB;AAS3B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;+DACX;AAQnC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;wDACnB;AAQ3B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yDAClB;AAO5B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,8BAA8B,CAAC;0CAC5B;AAOd;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,8BAA8B,CAAC;gEACN;AAqN/C,aAAa,CAAC,qBAAqB,EAAE,WAAW,CAAC,CAAC","sourcesContent":["import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { GetEnvironmentBRDFTexture } from \"../../Misc/brdfTextureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport type { ColorCurves } from \"../../Materials/colorCurves\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { PBRBaseMaterial } from \"./pbrBaseMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { Material } from \"../material\";\r\n\r\n/**\r\n * The Physically based material of BJS.\r\n *\r\n * This offers the main features of a standard PBR material.\r\n * For more information, please refer to the documentation :\r\n * https://doc.babylonjs.com/features/featuresDeepDive/materials/using/introToPBR\r\n */\r\nexport class PBRMaterial extends PBRBaseMaterial {\r\n /**\r\n * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.\r\n */\r\n public static readonly PBRMATERIAL_OPAQUE = PBRBaseMaterial.PBRMATERIAL_OPAQUE;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.\r\n */\r\n public static readonly PBRMATERIAL_ALPHATEST = PBRBaseMaterial.PBRMATERIAL_ALPHATEST;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.\r\n */\r\n public static readonly PBRMATERIAL_ALPHABLEND = PBRBaseMaterial.PBRMATERIAL_ALPHABLEND;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.\r\n * They are also discarded below the alpha cutoff threshold to improve performances.\r\n */\r\n public static readonly PBRMATERIAL_ALPHATESTANDBLEND = PBRBaseMaterial.PBRMATERIAL_ALPHATESTANDBLEND;\r\n\r\n /**\r\n * Defines the default value of how much AO map is occluding the analytical lights\r\n * (point spot...).\r\n */\r\n public static DEFAULT_AO_ON_ANALYTICAL_LIGHTS = PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;\r\n\r\n /**\r\n * Intensity of the direct lights e.g. the four lights available in your scene.\r\n * This impacts both the direct diffuse and specular highlights.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public directIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the emissive part of the material.\r\n * This helps controlling the emissive effect without modifying the emissive color.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the environment e.g. how much the environment will light the object\r\n * either through harmonics for rough material or through the reflection for shiny ones.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public environmentIntensity: number = 1.0;\r\n\r\n /**\r\n * This is a special control allowing the reduction of the specular highlights coming from the\r\n * four lights of the scene. Those highlights may not be needed in full environment lighting.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public specularIntensity: number = 1.0;\r\n\r\n /**\r\n * Debug Control allowing disabling the bump map on this material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public disableBumpMap: boolean = false;\r\n\r\n /**\r\n * AKA Diffuse Texture in standard nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public albedoTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * AKA Occlusion Texture in other nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * AKA Occlusion Texture Intensity in other nomenclature.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTextureStrength: number = 1.0;\r\n\r\n /**\r\n * Defines how much the AO map is occluding the analytical lights (point spot...).\r\n * 1 means it completely occludes it\r\n * 0 mean it has no impact\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTextureImpactOnAnalyticalLights: number = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;\r\n\r\n /**\r\n * Stores the alpha values in a texture. Use luminance if texture.getAlphaFromRGB is true.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public opacityTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the reflection values in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the emissive values in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * AKA Specular texture in other nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectivityTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Used to switch from specular/glossiness to metallic/roughness workflow.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Specifies the metallic scalar of the metallic/roughness workflow.\r\n * Can also be used to scale the metalness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallic: Nullable<number>;\r\n\r\n /**\r\n * Specifies the roughness scalar of the metallic/roughness workflow.\r\n * Can also be used to scale the roughness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public roughness: Nullable<number>;\r\n\r\n /**\r\n * In metallic workflow, specifies an F0 factor to help configuring the material F0.\r\n * By default the indexOfrefraction is used to compute F0;\r\n *\r\n * This is used as a factor against the default reflectance at normal incidence to tweak it.\r\n *\r\n * F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor;\r\n * F90 = metallicReflectanceColor;\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicF0Factor = 1;\r\n\r\n /**\r\n * In metallic workflow, specifies an F0 color.\r\n * By default the F90 is always 1;\r\n *\r\n * Please note that this factor is also used as a factor against the default reflectance at normal incidence.\r\n *\r\n * F0 = defaultF0_from_IOR * metallicF0Factor * metallicReflectanceColor\r\n * F90 = metallicF0Factor;\r\n */\r\n @serializeAsColor3()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicReflectanceColor = Color3.White();\r\n\r\n /**\r\n * Specifies that only the A channel from metallicReflectanceTexture should be used.\r\n * If false, both RGB and A channels will be used\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useOnlyMetallicFromMetallicReflectanceTexture = false;\r\n\r\n /**\r\n * Defines to store metallicReflectanceColor in RGB and metallicF0Factor in A\r\n * This is multiplied against the scalar values defined in the material.\r\n * If useOnlyMetallicFromMetallicReflectanceTexture is true, don't use the RGB channels, only A\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicReflectanceTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Defines to store reflectanceColor in RGB\r\n * This is multiplied against the scalar values defined in the material.\r\n * If both reflectanceTexture and metallicReflectanceTexture textures are provided and useOnlyMetallicFromMetallicReflectanceTexture\r\n * is false, metallicReflectanceTexture takes priority and reflectanceTexture is not used\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectanceTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.\r\n * Gray Scale represents roughness in metallic mode and glossiness in specular mode.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public microSurfaceTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores surface normal data used to displace a mesh in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the pre-calculated light information of a mesh in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", null)\r\n public lightmapTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the refracted light information in a texture.\r\n */\r\n public get refractionTexture(): Nullable<BaseTexture> {\r\n return this.subSurface.refractionTexture;\r\n }\r\n public set refractionTexture(value: Nullable<BaseTexture>) {\r\n this.subSurface.refractionTexture = value;\r\n if (value) {\r\n this.subSurface.isRefractionEnabled = true;\r\n } else if (!this.subSurface.linkRefractionWithTransparency) {\r\n this.subSurface.isRefractionEnabled = false;\r\n }\r\n }\r\n\r\n /**\r\n * The color of a material in ambient lighting.\r\n */\r\n @serializeAsColor3(\"ambient\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * AKA Diffuse Color in other nomenclature.\r\n */\r\n @serializeAsColor3(\"albedo\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public albedoColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * AKA Specular Color in other nomenclature.\r\n */\r\n @serializeAsColor3(\"reflectivity\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectivityColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * The color reflected from the material.\r\n */\r\n @serializeAsColor3(\"reflection\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionColor = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * The color emitted from the material.\r\n */\r\n @serializeAsColor3(\"emissive\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * AKA Glossiness in other nomenclature.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public microSurface = 1.0;\r\n\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n public get indexOfRefraction(): number {\r\n return this.subSurface.indexOfRefraction;\r\n }\r\n public set indexOfRefraction(value: number) {\r\n this.subSurface.indexOfRefraction = value;\r\n }\r\n\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n public get invertRefractionY(): boolean {\r\n return this.subSurface.invertRefractionY;\r\n }\r\n public set invertRefractionY(value: boolean) {\r\n this.subSurface.invertRefractionY = value;\r\n }\r\n\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n public get linkRefractionWithTransparency(): boolean {\r\n return this.subSurface.linkRefractionWithTransparency;\r\n }\r\n public set linkRefractionWithTransparency(value: boolean) {\r\n this.subSurface.linkRefractionWithTransparency = value;\r\n if (value) {\r\n this.subSurface.isRefractionEnabled = true;\r\n }\r\n }\r\n\r\n /**\r\n * If true, the light map contains occlusion information instead of lighting info.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useLightmapAsShadowmap = false;\r\n\r\n /**\r\n * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public useAlphaFromAlbedoTexture = false;\r\n\r\n /**\r\n * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public forceAlphaTest = false;\r\n\r\n /**\r\n * Defines the alpha limits in alpha test mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public alphaCutOff = 0.4;\r\n\r\n /**\r\n * Specifies that the material will keep the specular highlights over a transparent surface (only the most luminous ones).\r\n * A car glass is a good example of that. When sun reflects on it you can not see what is behind.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useSpecularOverAlpha = true;\r\n\r\n /**\r\n * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMicroSurfaceFromReflectivityMapAlpha = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the roughness information in its alpha channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRoughnessFromMetallicTextureAlpha = true;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the roughness information in its green channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRoughnessFromMetallicTextureGreen = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the metallness information in its blue channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMetallnessFromMetallicTextureBlue = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the ambient occlusion information in its red channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAmbientOcclusionFromMetallicTextureRed = false;\r\n\r\n /**\r\n * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAmbientInGrayScale = false;\r\n\r\n /**\r\n * In case the reflectivity map does not contain the microsurface information in its alpha channel,\r\n * The material will try to infer what glossiness each pixel should be.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAutoMicroSurfaceFromReflectivityMap = false;\r\n\r\n /**\r\n * BJS is using an hardcoded light falloff based on a manually sets up range.\r\n * In PBR, one way to represents the falloff is to use the inverse squared root algorithm.\r\n * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.\r\n */\r\n @serialize()\r\n public get usePhysicalLightFalloff(): boolean {\r\n return this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;\r\n }\r\n\r\n /**\r\n * BJS is using an hardcoded light falloff based on a manually sets up range.\r\n * In PBR, one way to represents the falloff is to use the inverse squared root algorithm.\r\n * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.\r\n */\r\n public set usePhysicalLightFalloff(value: boolean) {\r\n if (value !== this.usePhysicalLightFalloff) {\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n if (value) {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;\r\n } else {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_STANDARD;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * In order to support the falloff compatibility with gltf, a special mode has been added\r\n * to reproduce the gltf light falloff.\r\n */\r\n @serialize()\r\n public get useGLTFLightFalloff(): boolean {\r\n return this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF;\r\n }\r\n\r\n /**\r\n * In order to support the falloff compatibility with gltf, a special mode has been added\r\n * to reproduce the gltf light falloff.\r\n */\r\n public set useGLTFLightFalloff(value: boolean) {\r\n if (value !== this.useGLTFLightFalloff) {\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n if (value) {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_GLTF;\r\n } else {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_STANDARD;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most luminous ones).\r\n * A car glass is a good example of that. When the street lights reflects on it you can not see what is behind.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRadianceOverAlpha = true;\r\n\r\n /**\r\n * Allows using an object space normal map (instead of tangent space).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useObjectSpaceNormalMap = false;\r\n\r\n /**\r\n * Allows using the bump map in parallax mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useParallax = false;\r\n\r\n /**\r\n * Allows using the bump map in parallax occlusion mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useParallaxOcclusion = false;\r\n\r\n /**\r\n * Controls the scale bias of the parallax mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public parallaxScaleBias = 0.05;\r\n\r\n /**\r\n * If sets to true, disables all the lights affecting the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting = false;\r\n\r\n /**\r\n * Force the shader to compute irradiance in the fragment shader in order to take bump in account.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public forceIrradianceInFragment = false;\r\n\r\n /**\r\n * Number of Simultaneous lights allowed on the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights = 4;\r\n\r\n /**\r\n * If sets to true, x component of normal map value will invert (x = 1.0 - x).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertNormalMapX = false;\r\n\r\n /**\r\n * If sets to true, y component of normal map value will invert (y = 1.0 - y).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertNormalMapY = false;\r\n\r\n /**\r\n * If sets to true and backfaceCulling is false, normals will be flipped on the backside.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public twoSidedLighting = false;\r\n\r\n /**\r\n * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.\r\n * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAlphaFresnel = false;\r\n\r\n /**\r\n * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.\r\n * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useLinearAlphaFresnel = false;\r\n\r\n /**\r\n * Let user defines the brdf lookup texture used for IBL.\r\n * A default 8bit version is embedded but you could point at :\r\n * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png\r\n * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds\r\n * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png\r\n * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public environmentBRDFTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Force normal to face away from face.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public forceNormalForward = false;\r\n\r\n /**\r\n * Enables specular anti aliasing in the PBR shader.\r\n * It will both interacts on the Geometry for analytical and IBL lighting.\r\n * It also prefilter the roughness map based on the bump values.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public enableSpecularAntiAliasing = false;\r\n\r\n /**\r\n * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal\r\n * makes the reflect vector face the model (under horizon).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useHorizonOcclusion = true;\r\n\r\n /**\r\n * This parameters will enable/disable radiance occlusion by preventing the radiance to lit\r\n * too much the area relying on ambient texture to define their ambient occlusion.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRadianceOcclusion = true;\r\n\r\n /**\r\n * If set to true, no lighting calculations will be applied.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public unlit = false;\r\n\r\n /**\r\n * If sets to true, the decal map will be applied after the detail map. Else, it is applied before (default: false)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public applyDecalMapAfterDetailMap = false;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n this._attachImageProcessingConfiguration(value);\r\n\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get cameraColorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set cameraColorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get cameraColorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public set cameraColorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets whether tonemapping is enabled or not.\r\n */\r\n public get cameraToneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether tonemapping is enabled or not\r\n */\r\n public set cameraToneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n public get cameraExposure(): number {\r\n return this._imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n public set cameraExposure(value: number) {\r\n this._imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets The camera contrast used on this material.\r\n */\r\n public get cameraContrast(): number {\r\n return this._imageProcessingConfiguration.contrast;\r\n }\r\n\r\n /**\r\n * Sets The camera contrast used on this material.\r\n */\r\n public set cameraContrast(value: number) {\r\n this._imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets the Color Grading 2D Lookup Texture.\r\n */\r\n public get cameraColorGradingTexture(): Nullable<BaseTexture> {\r\n return this._imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets the Color Grading 2D Lookup Texture.\r\n */\r\n public set cameraColorGradingTexture(value: Nullable<BaseTexture>) {\r\n this._imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * The color grading curves provide additional color adjustment that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n public get cameraColorCurves(): Nullable<ColorCurves> {\r\n return this._imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * The color grading curves provide additional color adjustment that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n public set cameraColorCurves(value: Nullable<ColorCurves>) {\r\n this._imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Instantiates a new PBRMaterial instance.\r\n *\r\n * @param name The material name\r\n * @param scene The scene the material will be use in.\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this._environmentBRDFTexture = GetEnvironmentBRDFTexture(this.getScene());\r\n }\r\n\r\n /**\r\n * Returns the name of this material class.\r\n */\r\n public getClassName(): string {\r\n return \"PBRMaterial\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current material.\r\n * @param name - name to use for the new material.\r\n * @param cloneTexturesOnlyOnce - if a texture is used in more than one channel (e.g diffuse and opacity), only clone it once and reuse it on the other channels. Default false.\r\n * @param rootUrl defines the root URL to use to load textures\r\n */\r\n public clone(name: string, cloneTexturesOnlyOnce: boolean = true, rootUrl = \"\"): PBRMaterial {\r\n const clone = SerializationHelper.Clone(() => new PBRMaterial(name, this.getScene()), this, { cloneTexturesOnlyOnce });\r\n\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n this.stencil.copyTo(clone.stencil);\r\n\r\n this._clonePlugins(clone, rootUrl);\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes this PBR Material.\r\n * @returns - An object with the serialized material.\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.PBRMaterial\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Parses a PBR Material from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene - BJS scene instance.\r\n * @param rootUrl - url for the scene object\r\n * @returns - PBRMaterial\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial {\r\n const material = SerializationHelper.Parse(() => new PBRMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n if (source.stencil) {\r\n material.stencil.parse(source.stencil, scene, rootUrl);\r\n }\r\n\r\n Material._parsePlugins(source, material, scene, rootUrl);\r\n\r\n // The code block below ensures backward compatibility with serialized materials before plugins are automatically serialized.\r\n if (source.clearCoat) {\r\n material.clearCoat.parse(source.clearCoat, scene, rootUrl);\r\n }\r\n if (source.anisotropy) {\r\n material.anisotropy.parse(source.anisotropy, scene, rootUrl);\r\n }\r\n if (source.brdf) {\r\n material.brdf.parse(source.brdf, scene, rootUrl);\r\n }\r\n if (source.sheen) {\r\n material.sheen.parse(source.sheen, scene, rootUrl);\r\n }\r\n if (source.subSurface) {\r\n material.subSurface.parse(source.subSurface, scene, rootUrl);\r\n }\r\n if (source.iridescence) {\r\n material.iridescence.parse(source.iridescence, scene, rootUrl);\r\n }\r\n\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRMaterial\", PBRMaterial);\r\n"]}
1
+ {"version":3,"file":"pbrMaterial.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/PBR/pbrMaterial.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,iBAAiB,EAAE,gBAAgB,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAChI,OAAO,EAAE,yBAAyB,EAAE,MAAM,6BAA6B,CAAC;AAGxE,OAAO,EAAE,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAIhD,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACpD,OAAO,EAAE,aAAa,EAAE,MAAM,sBAAsB,CAAC;AACrD,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AAEvC;;;;;;GAMG;AACH,MAAM,OAAO,WAAY,SAAQ,eAAe;IA+N5C;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,UAAU,CAAC,iBAAiB,CAAC;IAC7C,CAAC;IACD,IAAW,iBAAiB,CAAC,KAA4B;QACrD,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,KAAK,CAAC;QAC1C,IAAI,KAAK,EAAE;YACP,IAAI,CAAC,UAAU,CAAC,mBAAmB,GAAG,IAAI,CAAC;SAC9C;aAAM,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,8BAA8B,EAAE;YACxD,IAAI,CAAC,UAAU,CAAC,mBAAmB,GAAG,KAAK,CAAC;SAC/C;IACL,CAAC;IA4CD;;;;;;;OAOG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,UAAU,CAAC,iBAAiB,CAAC;IAC7C,CAAC;IACD,IAAW,iBAAiB,CAAC,KAAa;QACtC,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,UAAU,CAAC,iBAAiB,CAAC;IAC7C,CAAC;IACD,IAAW,iBAAiB,CAAC,KAAc;QACvC,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED;;;OAGG;IACH,IAAW,8BAA8B;QACrC,OAAO,IAAI,CAAC,UAAU,CAAC,8BAA8B,CAAC;IAC1D,CAAC;IACD,IAAW,8BAA8B,CAAC,KAAc;QACpD,IAAI,CAAC,UAAU,CAAC,8BAA8B,GAAG,KAAK,CAAC;QACvD,IAAI,KAAK,EAAE;YACP,IAAI,CAAC,UAAU,CAAC,mBAAmB,GAAG,IAAI,CAAC;SAC9C;IACL,CAAC;IAyFD;;;;OAIG;IAEH,IAAW,uBAAuB;QAC9B,OAAO,IAAI,CAAC,aAAa,KAAK,eAAe,CAAC,qBAAqB,CAAC;IACxE,CAAC;IAED;;;;OAIG;IACH,IAAW,uBAAuB,CAAC,KAAc;QAC7C,IAAI,KAAK,KAAK,IAAI,CAAC,uBAAuB,EAAE;YACxC,qCAAqC;YACrC,IAAI,CAAC,gCAAgC,EAAE,CAAC;YAExC,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,aAAa,GAAG,eAAe,CAAC,qBAAqB,CAAC;aAC9D;iBAAM;gBACH,IAAI,CAAC,aAAa,GAAG,eAAe,CAAC,qBAAqB,CAAC;aAC9D;SACJ;IACL,CAAC;IAED;;;OAGG;IAEH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,aAAa,KAAK,eAAe,CAAC,iBAAiB,CAAC;IACpE,CAAC;IAED;;;OAGG;IACH,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,KAAK,KAAK,IAAI,CAAC,mBAAmB,EAAE;YACpC,qCAAqC;YACrC,IAAI,CAAC,gCAAgC,EAAE,CAAC;YAExC,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,aAAa,GAAG,eAAe,CAAC,iBAAiB,CAAC;aAC1D;iBAAM;gBACH,IAAI,CAAC,aAAa,GAAG,eAAe,CAAC,qBAAqB,CAAC;aAC9D;SACJ;IACL,CAAC;IAyJD;;OAEG;IACH,IAAW,4BAA4B;QACnC,OAAO,IAAI,CAAC,6BAA6B,CAAC;IAC9C,CAAC;IAED;;;;OAIG;IACH,IAAW,4BAA4B,CAAC,KAAmC;QACvE,IAAI,CAAC,mCAAmC,CAAC,KAAK,CAAC,CAAC;QAEhD,qCAAqC;QACrC,IAAI,CAAC,gCAAgC,EAAE,CAAC;IAC5C,CAAC;IAED;;OAEG;IACH,IAAW,wBAAwB;QAC/B,OAAO,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;IAChE,CAAC;IACD;;OAEG;IACH,IAAW,wBAAwB,CAAC,KAAc;QAC9C,IAAI,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;IACjE,CAAC;IAED;;OAEG;IACH,IAAW,yBAAyB;QAChC,OAAO,IAAI,CAAC,4BAA4B,CAAC,mBAAmB,CAAC;IACjE,CAAC;IACD;;OAEG;IACH,IAAW,yBAAyB,CAAC,KAAc;QAC/C,IAAI,CAAC,4BAA4B,CAAC,mBAAmB,GAAG,KAAK,CAAC;IAClE,CAAC;IAED;;OAEG;IACH,IAAW,wBAAwB;QAC/B,OAAO,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,CAAC;IACjE,CAAC;IACD;;OAEG;IACH,IAAW,wBAAwB,CAAC,KAAc;QAC9C,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,GAAG,KAAK,CAAC;IAClE,CAAC;IAED;;;;OAIG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,6BAA6B,CAAC,QAAQ,CAAC;IACvD,CAAC;IACD;;;;OAIG;IACH,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,CAAC,6BAA6B,CAAC,QAAQ,GAAG,KAAK,CAAC;IACxD,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,6BAA6B,CAAC,QAAQ,CAAC;IACvD,CAAC;IAED;;OAEG;IACH,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,CAAC,6BAA6B,CAAC,QAAQ,GAAG,KAAK,CAAC;IACxD,CAAC;IAED;;OAEG;IACH,IAAW,yBAAyB;QAChC,OAAO,IAAI,CAAC,6BAA6B,CAAC,mBAAmB,CAAC;IAClE,CAAC;IACD;;OAEG;IACH,IAAW,yBAAyB,CAAC,KAA4B;QAC7D,IAAI,CAAC,6BAA6B,CAAC,mBAAmB,GAAG,KAAK,CAAC;IACnE,CAAC;IAED;;;;;OAKG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,6BAA6B,CAAC,WAAW,CAAC;IAC1D,CAAC;IACD;;;;;OAKG;IACH,IAAW,iBAAiB,CAAC,KAA4B;QACrD,IAAI,CAAC,6BAA6B,CAAC,WAAW,GAAG,KAAK,CAAC;IAC3D,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,KAAa;QACnC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAvsBvB;;;WAGG;QAGI,oBAAe,GAAW,GAAG,CAAC;QAErC;;;WAGG;QAGI,sBAAiB,GAAW,GAAG,CAAC;QAEvC;;;WAGG;QAGI,yBAAoB,GAAW,GAAG,CAAC;QAE1C;;;WAGG;QAGI,sBAAiB,GAAW,GAAG,CAAC;QAEvC;;WAEG;QAGI,mBAAc,GAAY,KAAK,CAAC;QAgBvC;;WAEG;QAGI,2BAAsB,GAAW,GAAG,CAAC;QAE5C;;;;WAIG;QAGI,2CAAsC,GAAW,WAAW,CAAC,+BAA+B,CAAC;QAqDpG;;;;;;;;WAQG;QAGI,qBAAgB,GAAG,CAAC,CAAC;QAE5B;;;;;;;;WAQG;QAGI,6BAAwB,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAEjD;;;WAGG;QAGI,kDAA6C,GAAG,KAAK,CAAC;QA0D7D;;WAEG;QAGI,iBAAY,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE1C;;WAEG;QAGI,gBAAW,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEzC;;WAEG;QAGI,sBAAiB,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE/C;;WAEG;QAGI,oBAAe,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAEnD;;WAEG;QAGI,kBAAa,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE3C;;WAEG;QAGI,iBAAY,GAAG,GAAG,CAAC;QAyC1B;;WAEG;QAGI,2BAAsB,GAAG,KAAK,CAAC;QAEtC;;WAEG;QAGI,8BAAyB,GAAG,KAAK,CAAC;QAEzC;;WAEG;QAGI,mBAAc,GAAG,KAAK,CAAC;QAE9B;;WAEG;QAGI,gBAAW,GAAG,GAAG,CAAC;QAEzB;;;WAGG;QAGI,yBAAoB,GAAG,IAAI,CAAC;QAEnC;;WAEG;QAGI,4CAAuC,GAAG,KAAK,CAAC;QAEvD;;WAEG;QAGI,yCAAoC,GAAG,IAAI,CAAC;QAEnD;;;WAGG;QAGI,yCAAoC,GAAG,KAAK,CAAC;QAEpD;;WAEG;QAGI,yCAAoC,GAAG,KAAK,CAAC;QAEpD;;WAEG;QAGI,8CAAyC,GAAG,KAAK,CAAC;QAEzD;;WAEG;QAGI,0BAAqB,GAAG,KAAK,CAAC;QAErC;;;WAGG;QAGI,2CAAsC,GAAG,KAAK,CAAC;QAwDtD;;;WAGG;QAGI,yBAAoB,GAAG,IAAI,CAAC;QAEnC;;WAEG;QAGI,4BAAuB,GAAG,KAAK,CAAC;QAEvC;;WAEG;QAGI,gBAAW,GAAG,KAAK,CAAC;QAE3B;;WAEG;QAGI,yBAAoB,GAAG,KAAK,CAAC;QAEpC;;WAEG;QAGI,sBAAiB,GAAG,IAAI,CAAC;QAEhC;;WAEG;QAGI,oBAAe,GAAG,KAAK,CAAC;QAE/B;;WAEG;QAGI,8BAAyB,GAAG,KAAK,CAAC;QAEzC;;WAEG;QAGI,0BAAqB,GAAG,CAAC,CAAC;QAEjC;;WAEG;QAGI,qBAAgB,GAAG,KAAK,CAAC;QAEhC;;WAEG;QAGI,qBAAgB,GAAG,KAAK,CAAC;QAEhC;;WAEG;QAGI,qBAAgB,GAAG,KAAK,CAAC;QAEhC;;;WAGG;QAGI,oBAAe,GAAG,KAAK,CAAC;QAE/B;;;WAGG;QAGI,0BAAqB,GAAG,KAAK,CAAC;QAErC;;;;;;;WAOG;QAEI,2BAAsB,GAA0B,IAAI,CAAC;QAE5D;;WAEG;QAGI,uBAAkB,GAAG,KAAK,CAAC;QAElC;;;;WAIG;QAGI,+BAA0B,GAAG,KAAK,CAAC;QAE1C;;;WAGG;QAGI,wBAAmB,GAAG,IAAI,CAAC;QAElC;;;WAGG;QAGI,yBAAoB,GAAG,IAAI,CAAC;QAEnC;;WAEG;QAGI,UAAK,GAAG,KAAK,CAAC;QAErB;;WAEG;QAGI,gCAA2B,GAAG,KAAK,CAAC;QAoIvC,IAAI,CAAC,uBAAuB,GAAG,yBAAyB,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;IAC9E,CAAC;IAED;;OAEG;IACI,YAAY;QACf,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;;;;OAKG;IACI,KAAK,CAAC,IAAY,EAAE,wBAAiC,IAAI,EAAE,OAAO,GAAG,EAAE;QAC1E,MAAM,KAAK,GAAG,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,WAAW,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,EAAE,EAAE,qBAAqB,EAAE,CAAC,CAAC;QAEvH,KAAK,CAAC,EAAE,GAAG,IAAI,CAAC;QAChB,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC;QAElB,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC;QAEnC,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;QAEnC,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAC9C,mBAAmB,CAAC,UAAU,GAAG,qBAAqB,CAAC;QAEvD,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED,UAAU;IACV;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QAC1D,MAAM,QAAQ,GAAG,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,WAAW,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAE9G,IAAI,MAAM,CAAC,OAAO,EAAE;YAChB,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,MAAM,CAAC,OAAO,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SAC1D;QAED,QAAQ,CAAC,aAAa,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAEzD,6HAA6H;QAC7H,IAAI,MAAM,CAAC,SAAS,EAAE;YAClB,QAAQ,CAAC,SAAS,CAAC,KAAK,CAAC,MAAM,CAAC,SAAS,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SAC9D;QACD,IAAI,MAAM,CAAC,UAAU,EAAE;YACnB,QAAQ,CAAC,UAAU,CAAC,KAAK,CAAC,MAAM,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SAChE;QACD,IAAI,MAAM,CAAC,IAAI,EAAE;YACb,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SACpD;QACD,IAAI,MAAM,CAAC,KAAK,EAAE;YACd,QAAQ,CAAC,KAAK,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SACtD;QACD,IAAI,MAAM,CAAC,UAAU,EAAE;YACnB,QAAQ,CAAC,UAAU,CAAC,KAAK,CAAC,MAAM,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SAChE;QACD,IAAI,MAAM,CAAC,WAAW,EAAE;YACpB,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SAClE;QAED,OAAO,QAAQ,CAAC;IACpB,CAAC;;AAlzBD;;GAEG;AACoB,8BAAkB,GAAG,eAAe,CAAC,kBAAkB,AAArC,CAAsC;AAE/E;;GAEG;AACoB,iCAAqB,GAAG,eAAe,CAAC,qBAAqB,AAAxC,CAAyC;AAErF;;GAEG;AACoB,kCAAsB,GAAG,eAAe,CAAC,sBAAsB,AAAzC,CAA0C;AAEvF;;;GAGG;AACoB,yCAA6B,GAAG,eAAe,CAAC,6BAA6B,AAAhD,CAAiD;AAErG;;;GAGG;AACW,2CAA+B,GAAG,eAAe,CAAC,+BAA+B,AAAlD,CAAmD;AAQzF;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;oDAChB;AAQ9B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;sDACd;AAQhC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yDACX;AAQnC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;sDACd;AAOhC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;mDACd;AAOhC;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;kDACT;AAOrC;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;mDACR;AAOtC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;2DACT;AASrC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;2EAC+C;AAO7F;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,yCAAyC,CAAC;mDACf;AAOtC;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;sDACL;AAOzC;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;oDACP;AAOvC;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;wDACH;AAO3C;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;oDACP;AAQvC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;6CACnB;AAQ3B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;8CAClB;AAa5B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;qDACzB;AAarB;IAFN,iBAAiB,EAAE;IACnB,gBAAgB,CAAC,kCAAkC,CAAC;6DACJ;AAQ1C;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;kFACQ;AAStD;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;+DACI;AAUlD;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;uDACJ;AAQ1C;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;wDACH;AAO3C;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,CAAC;gDACX;AAOnC;IAFN,kBAAkB,EAAE;IACpB,gBAAgB,CAAC,kCAAkC,EAAE,IAAI,CAAC;oDACb;AAsBvC;IAFN,iBAAiB,CAAC,SAAS,CAAC;IAC5B,gBAAgB,CAAC,kCAAkC,CAAC;iDACX;AAOnC;IAFN,iBAAiB,CAAC,QAAQ,CAAC;IAC3B,gBAAgB,CAAC,kCAAkC,CAAC;gDACZ;AAOlC;IAFN,iBAAiB,CAAC,cAAc,CAAC;IACjC,gBAAgB,CAAC,kCAAkC,CAAC;sDACN;AAOxC;IAFN,iBAAiB,CAAC,YAAY,CAAC;IAC/B,gBAAgB,CAAC,kCAAkC,CAAC;oDACF;AAO5C;IAFN,iBAAiB,CAAC,UAAU,CAAC;IAC7B,gBAAgB,CAAC,kCAAkC,CAAC;kDACV;AAOpC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;iDAC3B;AA8CnB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;2DACf;AAO/B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,yCAAyC,CAAC;8DACnB;AAOlC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,yCAAyC,CAAC;mDAC9B;AAOvB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,yCAAyC,CAAC;gDACnC;AAQlB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yDAClB;AAO5B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;4EACE;AAOhD;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yEACF;AAQ5C;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yEACD;AAO7C;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yEACD;AAO7C;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;8EACI;AAOlD;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;0DAChB;AAQ9B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;2EACC;AAQtD;IADC,SAAS,EAAE;0DAGX;AAyBD;IADC,SAAS,EAAE;sDAGX;AAyBM;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yDAClB;AAO5B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;4DACd;AAOhC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;gDAC1B;AAOpB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yDACjB;AAO7B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;sDACrB;AAOzB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,gCAAgC,CAAC;oDACpB;AAOxB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;8DACZ;AAOlC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,gCAAgC,CAAC;0DAClB;AAO1B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;qDACrB;AAOzB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;qDACrB;AAOzB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;qDACrB;AAQzB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;oDACtB;AAQxB;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;0DAChB;AAW9B;IADN,gBAAgB,CAAC,kCAAkC,CAAC;2DACO;AAOrD;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;uDACnB;AAS3B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;+DACX;AAQnC;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;wDACnB;AAQ3B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,kCAAkC,CAAC;yDAClB;AAO5B;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,8BAA8B,CAAC;0CAC5B;AAOd;IAFN,SAAS,EAAE;IACX,gBAAgB,CAAC,8BAA8B,CAAC;gEACN;AAqN/C,aAAa,CAAC,qBAAqB,EAAE,WAAW,CAAC,CAAC","sourcesContent":["import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { GetEnvironmentBRDFTexture } from \"../../Misc/brdfTextureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport type { ColorCurves } from \"../../Materials/colorCurves\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { PBRBaseMaterial } from \"./pbrBaseMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { Material } from \"../material\";\r\n\r\n/**\r\n * The Physically based material of BJS.\r\n *\r\n * This offers the main features of a standard PBR material.\r\n * For more information, please refer to the documentation :\r\n * https://doc.babylonjs.com/features/featuresDeepDive/materials/using/introToPBR\r\n */\r\nexport class PBRMaterial extends PBRBaseMaterial {\r\n /**\r\n * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.\r\n */\r\n public static readonly PBRMATERIAL_OPAQUE = PBRBaseMaterial.PBRMATERIAL_OPAQUE;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.\r\n */\r\n public static readonly PBRMATERIAL_ALPHATEST = PBRBaseMaterial.PBRMATERIAL_ALPHATEST;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.\r\n */\r\n public static readonly PBRMATERIAL_ALPHABLEND = PBRBaseMaterial.PBRMATERIAL_ALPHABLEND;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.\r\n * They are also discarded below the alpha cutoff threshold to improve performances.\r\n */\r\n public static readonly PBRMATERIAL_ALPHATESTANDBLEND = PBRBaseMaterial.PBRMATERIAL_ALPHATESTANDBLEND;\r\n\r\n /**\r\n * Defines the default value of how much AO map is occluding the analytical lights\r\n * (point spot...).\r\n */\r\n public static DEFAULT_AO_ON_ANALYTICAL_LIGHTS = PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;\r\n\r\n /**\r\n * Intensity of the direct lights e.g. the four lights available in your scene.\r\n * This impacts both the direct diffuse and specular highlights.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public directIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the emissive part of the material.\r\n * This helps controlling the emissive effect without modifying the emissive color.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the environment e.g. how much the environment will light the object\r\n * either through harmonics for rough material or through the reflection for shiny ones.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public environmentIntensity: number = 1.0;\r\n\r\n /**\r\n * This is a special control allowing the reduction of the specular highlights coming from the\r\n * four lights of the scene. Those highlights may not be needed in full environment lighting.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public specularIntensity: number = 1.0;\r\n\r\n /**\r\n * Debug Control allowing disabling the bump map on this material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public disableBumpMap: boolean = false;\r\n\r\n /**\r\n * AKA Diffuse Texture in standard nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public albedoTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * AKA Occlusion Texture in other nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * AKA Occlusion Texture Intensity in other nomenclature.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTextureStrength: number = 1.0;\r\n\r\n /**\r\n * Defines how much the AO map is occluding the analytical lights (point spot...).\r\n * 1 means it completely occludes it\r\n * 0 mean it has no impact\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTextureImpactOnAnalyticalLights: number = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;\r\n\r\n /**\r\n * Stores the alpha values in a texture. Use luminance if texture.getAlphaFromRGB is true.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public opacityTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the reflection values in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the emissive values in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * AKA Specular texture in other nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectivityTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Used to switch from specular/glossiness to metallic/roughness workflow.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Specifies the metallic scalar of the metallic/roughness workflow.\r\n * Can also be used to scale the metalness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallic: Nullable<number>;\r\n\r\n /**\r\n * Specifies the roughness scalar of the metallic/roughness workflow.\r\n * Can also be used to scale the roughness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public roughness: Nullable<number>;\r\n\r\n /**\r\n * In metallic workflow, specifies an F0 factor to help configuring the material F0.\r\n * By default the indexOfrefraction is used to compute F0;\r\n *\r\n * This is used as a factor against the default reflectance at normal incidence to tweak it.\r\n *\r\n * F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor;\r\n * F90 = metallicReflectanceColor;\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicF0Factor = 1;\r\n\r\n /**\r\n * In metallic workflow, specifies an F0 color.\r\n * By default the F90 is always 1;\r\n *\r\n * Please note that this factor is also used as a factor against the default reflectance at normal incidence.\r\n *\r\n * F0 = defaultF0_from_IOR * metallicF0Factor * metallicReflectanceColor\r\n * F90 = metallicF0Factor;\r\n */\r\n @serializeAsColor3()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicReflectanceColor = Color3.White();\r\n\r\n /**\r\n * Specifies that only the A channel from metallicReflectanceTexture should be used.\r\n * If false, both RGB and A channels will be used\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useOnlyMetallicFromMetallicReflectanceTexture = false;\r\n\r\n /**\r\n * Defines to store metallicReflectanceColor in RGB and metallicF0Factor in A\r\n * This is multiplied against the scalar values defined in the material.\r\n * If useOnlyMetallicFromMetallicReflectanceTexture is true, don't use the RGB channels, only A\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicReflectanceTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Defines to store reflectanceColor in RGB\r\n * This is multiplied against the scalar values defined in the material.\r\n * If both reflectanceTexture and metallicReflectanceTexture textures are provided and useOnlyMetallicFromMetallicReflectanceTexture\r\n * is false, metallicReflectanceTexture takes priority and reflectanceTexture is not used\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectanceTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.\r\n * Gray Scale represents roughness in metallic mode and glossiness in specular mode.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public microSurfaceTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores surface normal data used to displace a mesh in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the pre-calculated light information of a mesh in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", null)\r\n public lightmapTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the refracted light information in a texture.\r\n */\r\n public get refractionTexture(): Nullable<BaseTexture> {\r\n return this.subSurface.refractionTexture;\r\n }\r\n public set refractionTexture(value: Nullable<BaseTexture>) {\r\n this.subSurface.refractionTexture = value;\r\n if (value) {\r\n this.subSurface.isRefractionEnabled = true;\r\n } else if (!this.subSurface.linkRefractionWithTransparency) {\r\n this.subSurface.isRefractionEnabled = false;\r\n }\r\n }\r\n\r\n /**\r\n * The color of a material in ambient lighting.\r\n */\r\n @serializeAsColor3(\"ambient\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * AKA Diffuse Color in other nomenclature.\r\n */\r\n @serializeAsColor3(\"albedo\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public albedoColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * AKA Specular Color in other nomenclature.\r\n */\r\n @serializeAsColor3(\"reflectivity\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectivityColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * The color reflected from the material.\r\n */\r\n @serializeAsColor3(\"reflection\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionColor = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * The color emitted from the material.\r\n */\r\n @serializeAsColor3(\"emissive\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * AKA Glossiness in other nomenclature.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public microSurface = 1.0;\r\n\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n public get indexOfRefraction(): number {\r\n return this.subSurface.indexOfRefraction;\r\n }\r\n public set indexOfRefraction(value: number) {\r\n this.subSurface.indexOfRefraction = value;\r\n }\r\n\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n public get invertRefractionY(): boolean {\r\n return this.subSurface.invertRefractionY;\r\n }\r\n public set invertRefractionY(value: boolean) {\r\n this.subSurface.invertRefractionY = value;\r\n }\r\n\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n public get linkRefractionWithTransparency(): boolean {\r\n return this.subSurface.linkRefractionWithTransparency;\r\n }\r\n public set linkRefractionWithTransparency(value: boolean) {\r\n this.subSurface.linkRefractionWithTransparency = value;\r\n if (value) {\r\n this.subSurface.isRefractionEnabled = true;\r\n }\r\n }\r\n\r\n /**\r\n * If true, the light map contains occlusion information instead of lighting info.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useLightmapAsShadowmap = false;\r\n\r\n /**\r\n * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public useAlphaFromAlbedoTexture = false;\r\n\r\n /**\r\n * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public forceAlphaTest = false;\r\n\r\n /**\r\n * Defines the alpha limits in alpha test mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public alphaCutOff = 0.4;\r\n\r\n /**\r\n * Specifies that the material will keep the specular highlights over a transparent surface (only the most luminous ones).\r\n * A car glass is a good example of that. When sun reflects on it you can not see what is behind.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useSpecularOverAlpha = true;\r\n\r\n /**\r\n * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMicroSurfaceFromReflectivityMapAlpha = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the roughness information in its alpha channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRoughnessFromMetallicTextureAlpha = true;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the roughness information in its green channel.\r\n * Needs useRoughnessFromMetallicTextureAlpha to be false.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRoughnessFromMetallicTextureGreen = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the metallness information in its blue channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMetallnessFromMetallicTextureBlue = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the ambient occlusion information in its red channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAmbientOcclusionFromMetallicTextureRed = false;\r\n\r\n /**\r\n * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAmbientInGrayScale = false;\r\n\r\n /**\r\n * In case the reflectivity map does not contain the microsurface information in its alpha channel,\r\n * The material will try to infer what glossiness each pixel should be.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAutoMicroSurfaceFromReflectivityMap = false;\r\n\r\n /**\r\n * BJS is using an hardcoded light falloff based on a manually sets up range.\r\n * In PBR, one way to represents the falloff is to use the inverse squared root algorithm.\r\n * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.\r\n */\r\n @serialize()\r\n public get usePhysicalLightFalloff(): boolean {\r\n return this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;\r\n }\r\n\r\n /**\r\n * BJS is using an hardcoded light falloff based on a manually sets up range.\r\n * In PBR, one way to represents the falloff is to use the inverse squared root algorithm.\r\n * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.\r\n */\r\n public set usePhysicalLightFalloff(value: boolean) {\r\n if (value !== this.usePhysicalLightFalloff) {\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n if (value) {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;\r\n } else {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_STANDARD;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * In order to support the falloff compatibility with gltf, a special mode has been added\r\n * to reproduce the gltf light falloff.\r\n */\r\n @serialize()\r\n public get useGLTFLightFalloff(): boolean {\r\n return this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF;\r\n }\r\n\r\n /**\r\n * In order to support the falloff compatibility with gltf, a special mode has been added\r\n * to reproduce the gltf light falloff.\r\n */\r\n public set useGLTFLightFalloff(value: boolean) {\r\n if (value !== this.useGLTFLightFalloff) {\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n if (value) {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_GLTF;\r\n } else {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_STANDARD;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most luminous ones).\r\n * A car glass is a good example of that. When the street lights reflects on it you can not see what is behind.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRadianceOverAlpha = true;\r\n\r\n /**\r\n * Allows using an object space normal map (instead of tangent space).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useObjectSpaceNormalMap = false;\r\n\r\n /**\r\n * Allows using the bump map in parallax mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useParallax = false;\r\n\r\n /**\r\n * Allows using the bump map in parallax occlusion mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useParallaxOcclusion = false;\r\n\r\n /**\r\n * Controls the scale bias of the parallax mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public parallaxScaleBias = 0.05;\r\n\r\n /**\r\n * If sets to true, disables all the lights affecting the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting = false;\r\n\r\n /**\r\n * Force the shader to compute irradiance in the fragment shader in order to take bump in account.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public forceIrradianceInFragment = false;\r\n\r\n /**\r\n * Number of Simultaneous lights allowed on the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights = 4;\r\n\r\n /**\r\n * If sets to true, x component of normal map value will invert (x = 1.0 - x).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertNormalMapX = false;\r\n\r\n /**\r\n * If sets to true, y component of normal map value will invert (y = 1.0 - y).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertNormalMapY = false;\r\n\r\n /**\r\n * If sets to true and backfaceCulling is false, normals will be flipped on the backside.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public twoSidedLighting = false;\r\n\r\n /**\r\n * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.\r\n * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAlphaFresnel = false;\r\n\r\n /**\r\n * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.\r\n * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useLinearAlphaFresnel = false;\r\n\r\n /**\r\n * Let user defines the brdf lookup texture used for IBL.\r\n * A default 8bit version is embedded but you could point at :\r\n * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png\r\n * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds\r\n * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png\r\n * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public environmentBRDFTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Force normal to face away from face.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public forceNormalForward = false;\r\n\r\n /**\r\n * Enables specular anti aliasing in the PBR shader.\r\n * It will both interacts on the Geometry for analytical and IBL lighting.\r\n * It also prefilter the roughness map based on the bump values.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public enableSpecularAntiAliasing = false;\r\n\r\n /**\r\n * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal\r\n * makes the reflect vector face the model (under horizon).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useHorizonOcclusion = true;\r\n\r\n /**\r\n * This parameters will enable/disable radiance occlusion by preventing the radiance to lit\r\n * too much the area relying on ambient texture to define their ambient occlusion.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRadianceOcclusion = true;\r\n\r\n /**\r\n * If set to true, no lighting calculations will be applied.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public unlit = false;\r\n\r\n /**\r\n * If sets to true, the decal map will be applied after the detail map. Else, it is applied before (default: false)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public applyDecalMapAfterDetailMap = false;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n this._attachImageProcessingConfiguration(value);\r\n\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get cameraColorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set cameraColorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get cameraColorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public set cameraColorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets whether tonemapping is enabled or not.\r\n */\r\n public get cameraToneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether tonemapping is enabled or not\r\n */\r\n public set cameraToneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n public get cameraExposure(): number {\r\n return this._imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n public set cameraExposure(value: number) {\r\n this._imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets The camera contrast used on this material.\r\n */\r\n public get cameraContrast(): number {\r\n return this._imageProcessingConfiguration.contrast;\r\n }\r\n\r\n /**\r\n * Sets The camera contrast used on this material.\r\n */\r\n public set cameraContrast(value: number) {\r\n this._imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets the Color Grading 2D Lookup Texture.\r\n */\r\n public get cameraColorGradingTexture(): Nullable<BaseTexture> {\r\n return this._imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets the Color Grading 2D Lookup Texture.\r\n */\r\n public set cameraColorGradingTexture(value: Nullable<BaseTexture>) {\r\n this._imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * The color grading curves provide additional color adjustment that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n public get cameraColorCurves(): Nullable<ColorCurves> {\r\n return this._imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * The color grading curves provide additional color adjustment that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n public set cameraColorCurves(value: Nullable<ColorCurves>) {\r\n this._imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Instantiates a new PBRMaterial instance.\r\n *\r\n * @param name The material name\r\n * @param scene The scene the material will be use in.\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this._environmentBRDFTexture = GetEnvironmentBRDFTexture(this.getScene());\r\n }\r\n\r\n /**\r\n * Returns the name of this material class.\r\n */\r\n public getClassName(): string {\r\n return \"PBRMaterial\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current material.\r\n * @param name - name to use for the new material.\r\n * @param cloneTexturesOnlyOnce - if a texture is used in more than one channel (e.g diffuse and opacity), only clone it once and reuse it on the other channels. Default false.\r\n * @param rootUrl defines the root URL to use to load textures\r\n */\r\n public clone(name: string, cloneTexturesOnlyOnce: boolean = true, rootUrl = \"\"): PBRMaterial {\r\n const clone = SerializationHelper.Clone(() => new PBRMaterial(name, this.getScene()), this, { cloneTexturesOnlyOnce });\r\n\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n this.stencil.copyTo(clone.stencil);\r\n\r\n this._clonePlugins(clone, rootUrl);\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes this PBR Material.\r\n * @returns - An object with the serialized material.\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.PBRMaterial\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Parses a PBR Material from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene - BJS scene instance.\r\n * @param rootUrl - url for the scene object\r\n * @returns - PBRMaterial\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial {\r\n const material = SerializationHelper.Parse(() => new PBRMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n if (source.stencil) {\r\n material.stencil.parse(source.stencil, scene, rootUrl);\r\n }\r\n\r\n Material._parsePlugins(source, material, scene, rootUrl);\r\n\r\n // The code block below ensures backward compatibility with serialized materials before plugins are automatically serialized.\r\n if (source.clearCoat) {\r\n material.clearCoat.parse(source.clearCoat, scene, rootUrl);\r\n }\r\n if (source.anisotropy) {\r\n material.anisotropy.parse(source.anisotropy, scene, rootUrl);\r\n }\r\n if (source.brdf) {\r\n material.brdf.parse(source.brdf, scene, rootUrl);\r\n }\r\n if (source.sheen) {\r\n material.sheen.parse(source.sheen, scene, rootUrl);\r\n }\r\n if (source.subSurface) {\r\n material.subSurface.parse(source.subSurface, scene, rootUrl);\r\n }\r\n if (source.iridescence) {\r\n material.iridescence.parse(source.iridescence, scene, rootUrl);\r\n }\r\n\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRMaterial\", PBRMaterial);\r\n"]}
@@ -305,7 +305,7 @@ export declare class BaseTexture extends ThinTexture implements IAnimatable {
305
305
  */
306
306
  _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean, useSRGBBuffer?: boolean, isCube?: boolean): Nullable<InternalTexture>;
307
307
  /** @internal */
308
- _rebuild(): void;
308
+ _rebuild(_fromContextLost?: boolean): void;
309
309
  /**
310
310
  * Clones the texture.
311
311
  * @returns the cloned texture
@@ -527,7 +527,7 @@ export class BaseTexture extends ThinTexture {
527
527
  return null;
528
528
  }
529
529
  /** @internal */
530
- _rebuild() { }
530
+ _rebuild(_fromContextLost = false) { }
531
531
  /**
532
532
  * Clones the texture.
533
533
  * @returns the cloned texture
@@ -1 +1 @@
1
- {"version":3,"file":"baseTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/baseTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAE3F,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AAGnD,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AACjD,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAEpD,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAE7C,OAAO,sBAAsB,CAAC;AAE9B,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAK5C;;;;GAIG;AACH,MAAM,OAAO,WAAY,SAAQ,WAAW;IAmCxC;;OAEG;IACH,IAAW,QAAQ,CAAC,KAAc;QAC9B,IAAI,IAAI,CAAC,SAAS,KAAK,KAAK,EAAE;YAC1B,OAAO;SACV;QACD,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACvB,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;gBAC7E,OAAO,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;YAChC,CAAC,CAAC,CAAC;SACN;IACL,CAAC;IACD,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAID;;;OAGG;IACH,IAAW,eAAe,CAAC,KAAc;QACrC,IAAI,IAAI,CAAC,gBAAgB,KAAK,KAAK,EAAE;YACjC,OAAO;SACV;QACD,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAC9B,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;gBAC7E,OAAO,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;YAChC,CAAC,CAAC,CAAC;SACN;IACL,CAAC;IACD,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAmBD;;;OAGG;IACH,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,IAAI,CAAC,iBAAiB,KAAK,KAAK,EAAE;YAClC,OAAO;SACV;QACD,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;QAC/B,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;gBAC7E,OAAO,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;YAChC,CAAC,CAAC,CAAC;SACN;IACL,CAAC;IACD,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAKD;;;;;;;;;;;;;;;OAeG;IACH,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,IAAI,CAAC,gBAAgB,KAAK,KAAK,EAAE;YACjC,OAAO;SACV;QACD,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAC9B,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;gBAC7E,OAAO,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;YAChC,CAAC,CAAC,CAAC;SACN;IACL,CAAC;IACD,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED;;;;;;OAMG;IAEH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IACD,IAAW,KAAK,CAAC,KAAa;QAC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;IACxB,CAAC;IAED;;;;;;OAMG;IAEH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IACD,IAAW,KAAK,CAAC,KAAa;QAC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;IACxB,CAAC;IAsBD;;OAEG;IAEH,IAAW,MAAM;QACb,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,IAAI,CAAC,OAAO,CAAC;SACvB;QAED,OAAO,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;IAChC,CAAC;IAED,IAAc,MAAM,CAAC,KAAc;QAC/B,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;SACxB;aAAM;YACH,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,KAAK,CAAC;SAChC;IACL,CAAC;IAED;;OAEG;IAEH,IAAW,IAAI;QACX,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC;IAC9B,CAAC;IAED,IAAc,IAAI,CAAC,KAAc;QAC7B,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO;SACV;QAED,IAAI,CAAC,QAAQ,CAAC,IAAI,GAAG,KAAK,CAAC;IAC/B,CAAC;IAED;;OAEG;IAEH,IAAW,SAAS;QAChB,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC;IACnC,CAAC;IAED,IAAc,SAAS,CAAC,KAAc;QAClC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO;SACV;QAED,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,KAAK,CAAC;IACpC,CAAC;IAID;;;;OAIG;IAEH,IAAW,UAAU;QACjB,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,IAAI,CAAC,WAAW,CAAC;SAC3B;aAAM;YACH,IAAI,IAAI,CAAC,QAAQ,CAAC,WAAW,KAAK,IAAI,EAAE;gBACpC,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;aAChD;SACJ;QAED,OAAO,IAAI,CAAC,QAAQ,CAAC,WAAW,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC;IACtE,CAAC;IAED,IAAW,UAAU,CAAC,KAAc;;QAChC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;gBAC5B,OAAO;aACV;YAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;SAC5B;aAAM;YACH,IAAI,IAAI,CAAC,QAAQ,CAAC,WAAW,KAAK,KAAK,EAAE;gBACrC,OAAO;aACV;YACD,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,KAAK,CAAC;SACrC;QAED,MAAA,IAAI,CAAC,QAAQ,EAAE,0CAAE,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;YAClF,OAAO,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QAChC,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,IAAI,IAAI,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC;IAC1D,CAAC;IACD,IAAW,MAAM,CAAC,KAAc;;QAC5B,IAAI,KAAK,KAAK,IAAI,CAAC,MAAM,EAAE;YACvB,OAAO;SACV;QAED,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,KAAK,CAAC;SACjC;QAED,MAAA,IAAI,CAAC,QAAQ,EAAE,0CAAE,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;YAClF,OAAO,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QAChC,CAAC,CAAC,CAAC;IACP,CAAC;IAQD;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,KAAK,CAAC;IACjB,CAAC;IAQD;;OAEG;IAEH,IAAW,mBAAmB;QAC1B,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC;SAC7C;QAED,OAAO,GAAG,CAAC;IACf,CAAC;IACD,IAAW,mBAAmB,CAAC,KAAa;QACxC,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,QAAQ,CAAC,oBAAoB,GAAG,KAAK,CAAC;SAC9C;IACL,CAAC;IAED;;OAEG;IAEH,IAAW,kBAAkB;QACzB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC;SAC5C;QAED,OAAO,GAAG,CAAC;IACf,CAAC;IACD,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,QAAQ,CAAC,mBAAmB,GAAG,KAAK,CAAC;SAC7C;IACL,CAAC;IAED;;;;OAIG;IAEH,IAAW,iBAAiB;QACxB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC;SAC3C;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IACD,IAAW,iBAAiB,CAAC,KAAc;QACvC,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;SAC5C;IACL,CAAC;IAED;;;;OAIG;IAEH,IAAW,iBAAiB;QACxB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC;SAC3C;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IACD,IAAW,iBAAiB,CAAC,KAA4B;QACrD,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;SAC5C;IACL,CAAC;IAQD;;OAEG;IACH,IAAW,GAAG;QACV,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;YACZ,IAAI,CAAC,IAAI,GAAG,UAAU,EAAE,CAAC;SAC5B;QACD,OAAO,IAAI,CAAC,IAAI,CAAC;IACrB,CAAC;IAOD;;;OAGG;IACI,QAAQ;QACX,OAAO,IAAI,CAAC,IAAI,CAAC;IACrB,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,aAAa,CAAC;IACzB,CAAC;IAaD;;;OAGG;IACH,IAAW,SAAS,CAAC,QAAoB;QACrC,IAAI,IAAI,CAAC,kBAAkB,EAAE;YACzB,IAAI,CAAC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;SAC5D;QACD,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,mBAAmB,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;IACrE,CAAC;IAOD;;;OAGG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC;IAChB,CAAC;IAWD;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAMlB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;;;;;OAOG;IACH,YAAY,aAA4C,EAAE,kBAA6C,IAAI;QACvG,KAAK,CAAC,IAAI,CAAC,CAAC;QA9ehB;;WAEG;QAEI,aAAQ,GAAQ,IAAI,CAAC;QAK5B;;WAEG;QACI,sBAAiB,GAAQ,IAAI,CAAC;QAG7B,cAAS,GAAG,KAAK,CAAC;QAoBlB,qBAAgB,GAAG,KAAK,CAAC;QAoBjC;;;WAGG;QAEI,UAAK,GAAG,CAAC,CAAC;QAGP,sBAAiB,GAAG,CAAC,CAAC;QAEhC;;;WAGG;QAEI,yBAAoB,GAAG,IAAI,CAAC;QAsBzB,qBAAgB,GAAG,SAAS,CAAC,qBAAqB,CAAC;QA+D7D;;;;;;WAMG;QAEI,UAAK,GAAG,SAAS,CAAC,wBAAwB,CAAC;QAElD;;;;WAIG;QAEI,8BAAyB,GAAG,WAAW,CAAC,mCAAmC,CAAC;QAEnF,gBAAgB;QACT,YAAO,GAAG,KAAK,CAAC;QA6DvB,gBAAgB;QACN,gBAAW,GAAG,IAAI,CAAC;QA0D7B;;WAEG;QAEI,YAAO,GAAG,KAAK,CAAC;QASvB;;WAEG;QAEI,oBAAe,GAAG,KAAK,CAAC;QA0E/B;;WAEG;QAEI,mBAAc,GAAG,KAAK,CAAC;QAY9B,gBAAgB;QACT,iBAAY,GAAY,KAAK,CAAC;QACrC,gBAAgB;QACT,oBAAe,GAAY,KAAK,CAAC;QAkBxC;;WAEG;QACI,eAAU,GAAgB,EAAE,CAAC;QAEpC;;WAEG;QACI,wBAAmB,GAAG,IAAI,UAAU,EAAe,CAAC;QAEnD,uBAAkB,GAAoC,IAAI,CAAC;QAYzD,WAAM,GAAoB,IAAI,CAAC;QAEzC,gBAAgB;QACR,SAAI,GAAqB,IAAI,CAAC;QAUtC,gBAAgB;QACT,qBAAgB,GAA4B,IAAI,CAAC;QAE9C,kBAAa,GAAY,KAAK,CAAC;QAoCrC,IAAI,aAAa,EAAE;YACf,IAAI,WAAW,CAAC,QAAQ,CAAC,aAAa,CAAC,EAAE;gBACrC,IAAI,CAAC,MAAM,GAAG,aAAa,CAAC;aAC/B;iBAAM;gBACH,IAAI,CAAC,OAAO,GAAG,aAAa,CAAC;aAChC;SACJ;aAAM;YACH,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,gBAAgB,CAAC;SAC9C;QAED,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;YAC1C,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;YAC7B,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;SAC1C;QAED,IAAI,CAAC,QAAQ,GAAG,eAAe,CAAC;QAEhC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;IACrB,CAAC;IAED;;;OAGG;IACI,QAAQ;QACX,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,gBAAgB;IACN,UAAU;QAChB,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED;;;;OAIG;IACI,2BAA2B,CAAC,OAA8B;QAC7D,OAAO,OAAO,KAAK,IAAI,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,gBAAgB;QACnB,OAAe,MAAM,CAAC,gBAAgB,CAAC;IAC3C,CAAC;IAED;;;OAGG;IACI,0BAA0B;QAC7B,OAAe,MAAM,CAAC,gBAAgB,CAAC;IAC3C,CAAC;IAED;;;;OAIG;IACI,0BAA0B;QAC7B,OAAO,IAAI,CAAC,0BAA0B,EAAE,CAAC;IAC7C,CAAC;IAED;;;OAGG;IACI,oBAAoB;QACvB,OAAO,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,OAAO,EAAE,IAAI,IAAI,CAAC,YAAY,CAAC;IACnE,CAAC;IAED;;;OAGG;IACH,6DAA6D;IACtD,KAAK,CAAC,KAAa,IAAS,CAAC;IAEpC;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;OAEG;IACI,aAAa,CAAC,GAAqB,EAAE,QAAiB,EAAE,QAAiB,EAAE,OAAiB,EAAE,aAAuB,EAAE,MAAgB;QAC1I,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,MAAM,sBAAsB,GAAG,MAAM,CAAC,iBAAiB,CAAC,CAAC,CAAC,aAAa,EAAE,QAAQ,CAAC,CAAC;QAEnF,MAAM,aAAa,GAAG,MAAM,CAAC,sBAAsB,EAAE,CAAC;QACtD,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,aAAa,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACvD,MAAM,kBAAkB,GAAG,aAAa,CAAC,KAAK,CAAC,CAAC;YAEhD,IAAI,aAAa,KAAK,SAAS,IAAI,sBAAsB,KAAK,kBAAkB,CAAC,cAAc,EAAE;gBAC7F,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,KAAK,kBAAkB,CAAC,OAAO,EAAE;oBACjE,IAAI,kBAAkB,CAAC,GAAG,KAAK,GAAG,IAAI,kBAAkB,CAAC,eAAe,KAAK,CAAC,QAAQ,EAAE;wBACpF,IAAI,CAAC,QAAQ,IAAI,QAAQ,KAAK,kBAAkB,CAAC,YAAY,EAAE;4BAC3D,IAAI,MAAM,KAAK,SAAS,IAAI,MAAM,KAAK,kBAAkB,CAAC,MAAM,EAAE;gCAC9D,kBAAkB,CAAC,mBAAmB,EAAE,CAAC;gCACzC,OAAO,kBAAkB,CAAC;6BAC7B;yBACJ;qBACJ;iBACJ;aACJ;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,gBAAgB;IACT,QAAQ,KAAU,CAAC;IAE1B;;;OAGG;IACI,KAAK;QACR,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,SAAS,CAAC,wBAAwB,CAAC;SAC7C;QAED,OAAO,IAAI,CAAC,QAAQ,CAAC,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,SAAS,CAAC,wBAAwB,CAAC;IACtG,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,SAAS,CAAC,kBAAkB,CAAC;SACvC;QAED,OAAO,IAAI,CAAC,QAAQ,CAAC,MAAM,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC,kBAAkB,CAAC;IACpG,CAAC;IAED;;OAEG;IACO,gCAAgC;QACtC,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO;SACV;QAED,KAAK,CAAC,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,CAAC,CAAC;IACvE,CAAC;IAED;;;;;;;;;;;;;;OAcG;IACI,UAAU,CACb,SAAS,GAAG,CAAC,EACb,KAAK,GAAG,CAAC,EACT,SAAoC,IAAI,EACxC,aAAa,GAAG,IAAI,EACpB,gBAAgB,GAAG,KAAK,EACxB,CAAC,GAAG,CAAC,EACL,CAAC,GAAG,CAAC,EACL,KAAK,GAAG,MAAM,CAAC,SAAS,EACxB,MAAM,GAAG,MAAM,CAAC,SAAS;QAEzB,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,IAAI,CAAC;SACf;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAC5B,IAAI,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC;QAC1B,IAAI,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC;QAC5B,IAAI,KAAK,KAAK,CAAC,EAAE;YACb,QAAQ,GAAG,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YACzC,SAAS,GAAG,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YAC3C,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;YAChC,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC;SACrC;QAED,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,KAAK,CAAC,CAAC;QAClC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,MAAM,CAAC,CAAC;QAErC,IAAI;YACA,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;gBACtB,OAAO,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;aACnI;YAED,OAAO,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SAC5H;QAAC,OAAO,CAAC,EAAE;YACR,OAAO,IAAI,CAAC;SACf;IACL,CAAC;IAED;;OAEG;IACI,eAAe,CAAC,SAAS,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,SAAoC,IAAI,EAAE,aAAa,GAAG,IAAI,EAAE,gBAAgB,GAAG,KAAK;QACrI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,IAAI,CAAC;SACf;QAED,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAC5B,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACvB,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,IAAI,KAAK,IAAI,CAAC,EAAE;YACZ,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YACnC,MAAM,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YAErC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;YAC1B,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;SAC/B;QAED,IAAI;YACA,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;gBACtB,OAAO,MAAM,CAAC,sBAAsB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,CAAC,CAAC;aACjI;YAED,OAAO,MAAM,CAAC,sBAAsB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,CAAC,CAAC;SAC1H;QAAC,OAAO,CAAC,EAAE;YACR,OAAO,IAAI,CAAC;SACf;IACL,CAAC;IAED,gBAAgB;IAChB,IAAW,eAAe;QACtB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,IAAI,CAAC,QAAQ,CAAC,eAAe,CAAC;SACxC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,gBAAgB;IAChB,IAAW,cAAc;QACrB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC;SACvC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,gBAAgB;IAChB,IAAW,cAAc;QACrB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC;SACvC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,aAAa;YACb,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,EAAE;gBAC3B,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;aACnC;YAED,oBAAoB;YACpB,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,CAAC;YACpC,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YAEjD,IAAI,KAAK,IAAI,CAAC,EAAE;gBACZ,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;aACzC;YACD,IAAI,CAAC,MAAM,CAAC,0BAA0B,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;YAC7D,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;YAEnB,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACvB,MAAM,KAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;gBAC3D,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE;oBACZ,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;iBACnD;gBACD,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;aAChC;SACJ;QAED,WAAW;QACX,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAC/C,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;QAEjC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAErB,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,cAAc,GAAG,KAAK;QACnC,IAAI,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,cAAc,EAAE;YAC/B,OAAO,IAAI,CAAC;SACf;QAED,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAEhE,aAAa;QACb,mBAAmB,CAAC,0BAA0B,CAAC,IAAI,EAAE,mBAAmB,CAAC,CAAC;QAE1E,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,YAAY,CAAC,QAAuB,EAAE,QAAoB;QACpE,IAAI,YAAY,GAAG,QAAQ,CAAC,MAAM,CAAC;QACnC,IAAI,YAAY,KAAK,CAAC,EAAE;YACpB,QAAQ,EAAE,CAAC;YACX,OAAO;SACV;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACtC,MAAM,OAAO,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC;YAE5B,IAAI,OAAO,CAAC,OAAO,EAAE,EAAE;gBACnB,IAAI,EAAE,YAAY,KAAK,CAAC,EAAE;oBACtB,QAAQ,EAAE,CAAC;iBACd;aACJ;iBAAM;gBACH,MAAM,gBAAgB,GAAI,OAAe,CAAC,gBAA2C,CAAC;gBAEtF,IAAI,gBAAgB,EAAE;oBAClB,gBAAgB,CAAC,OAAO,CAAC,GAAG,EAAE;wBAC1B,IAAI,EAAE,YAAY,KAAK,CAAC,EAAE;4BACtB,QAAQ,EAAE,CAAC;yBACd;oBACL,CAAC,CAAC,CAAC;iBACN;qBAAM;oBACH,IAAI,EAAE,YAAY,KAAK,CAAC,EAAE;wBACtB,QAAQ,EAAE,CAAC;qBACd;iBACJ;aACJ;SACJ;IACL,CAAC;IAEO,MAAM,CAAC,QAAQ,CAAC,aAAiC;QACrD,OAAO,aAAa,CAAC,YAAY,EAAE,KAAK,OAAO,CAAC;IACpD,CAAC;;AAh4BD;;;GAGG;AACW,+CAAmC,GAAG,CAAC,AAAJ,CAAK;AAM/C;IADN,SAAS,EAAE;6CACY;AAMjB;IADN,SAAS,EAAE;yCACQ;AAMb;IADN,SAAS,EAAE;6CACgB;AAWpB;IADP,SAAS,CAAC,UAAU,CAAC;8CACI;AAoBlB;IADP,SAAS,CAAC,iBAAiB,CAAC;qDACI;AAyB1B;IADN,SAAS,EAAE;0CACK;AAGP;IADT,SAAS,CAAC,kBAAkB,CAAC;sDACE;AAOzB;IADN,SAAS,EAAE;yDACuB;AAsBzB;IADT,SAAS,CAAC,iBAAiB,CAAC;qDACgC;AAyC7D;IADC,SAAS,EAAE;wCAGX;AAaD;IADC,SAAS,EAAE;wCAGX;AAaM;IADN,SAAS,EAAE;0CACsC;AAQ3C;IADN,SAAS,EAAE;8DACuE;AAQnF;IADC,SAAS,EAAE;yCAOX;AAcD;IADC,SAAS,EAAE;uCAOX;AAcD;IADC,SAAS,EAAE;4CAOX;AAkBD;IADC,SAAS,EAAE;6CAWX;AA6CM;IADN,SAAS,EAAE;4CACW;AAahB;IADN,SAAS,EAAE;oDACmB;AAM/B;IADC,SAAS,EAAE;sDAOX;AAWD;IADC,SAAS,EAAE;qDAOX;AAaD;IADC,SAAS,EAAE;oDAOX;AAaD;IADC,kBAAkB,EAAE;oDAOpB;AAWM;IADN,SAAS,EAAE;mDACkB","sourcesContent":["import { serialize, SerializationHelper, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { RandomGUID } from \"../../Misc/guid\";\r\n\r\nimport \"../../Misc/fileTools\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { ThinTexture } from \"./thinTexture\";\r\nimport type { AbstractScene } from \"../../abstractScene\";\r\n\r\nimport type { Animation } from \"../../Animations/animation\";\r\n\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n */\r\nexport class BaseTexture extends ThinTexture implements IAnimatable {\r\n /**\r\n * Default anisotropic filtering level for the application.\r\n * It is set to 4 as a good tradeoff between perf and quality.\r\n */\r\n public static DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;\r\n\r\n /**\r\n * Gets or sets the unique id of the texture\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /**\r\n * Define the name of the texture.\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information.\r\n */\r\n @serialize()\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _internalMetadata: any;\r\n\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n public reservedDataStore: any = null;\r\n\r\n @serialize(\"hasAlpha\")\r\n private _hasAlpha = false;\r\n /**\r\n * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).\r\n */\r\n public set hasAlpha(value: boolean) {\r\n if (this._hasAlpha === value) {\r\n return;\r\n }\r\n this._hasAlpha = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get hasAlpha(): boolean {\r\n return this._hasAlpha;\r\n }\r\n\r\n @serialize(\"getAlphaFromRGB\")\r\n private _getAlphaFromRGB = false;\r\n /**\r\n * Defines if the alpha value should be determined via the rgb values.\r\n * If true the luminance of the pixel might be used to find the corresponding alpha value.\r\n */\r\n public set getAlphaFromRGB(value: boolean) {\r\n if (this._getAlphaFromRGB === value) {\r\n return;\r\n }\r\n this._getAlphaFromRGB = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get getAlphaFromRGB(): boolean {\r\n return this._getAlphaFromRGB;\r\n }\r\n\r\n /**\r\n * Intensity or strength of the texture.\r\n * It is commonly used by materials to fine tune the intensity of the texture\r\n */\r\n @serialize()\r\n public level = 1;\r\n\r\n @serialize(\"coordinatesIndex\")\r\n protected _coordinatesIndex = 0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the texture should try to reduce shader code if there is no UV manipulation.\r\n * (ie. when texture.getTextureMatrix().isIdentityAs3x2() returns true)\r\n */\r\n @serialize()\r\n public optimizeUVAllocation = true;\r\n\r\n /**\r\n * Define the UV channel to use starting from 0 and defaulting to 0.\r\n * This is part of the texture as textures usually maps to one uv set.\r\n */\r\n public set coordinatesIndex(value: number) {\r\n if (this._coordinatesIndex === value) {\r\n return;\r\n }\r\n this._coordinatesIndex = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get coordinatesIndex(): number {\r\n return this._coordinatesIndex;\r\n }\r\n\r\n @serialize(\"coordinatesMode\")\r\n protected _coordinatesMode = Constants.TEXTURE_EXPLICIT_MODE;\r\n\r\n /**\r\n * How a texture is mapped.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | EXPLICIT_MODE | |\r\n * | 1 | SPHERICAL_MODE | |\r\n * | 2 | PLANAR_MODE | |\r\n * | 3 | CUBIC_MODE | |\r\n * | 4 | PROJECTION_MODE | |\r\n * | 5 | SKYBOX_MODE | |\r\n * | 6 | INVCUBIC_MODE | |\r\n * | 7 | EQUIRECTANGULAR_MODE | |\r\n * | 8 | FIXED_EQUIRECTANGULAR_MODE | |\r\n * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |\r\n */\r\n public set coordinatesMode(value: number) {\r\n if (this._coordinatesMode === value) {\r\n return;\r\n }\r\n this._coordinatesMode = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get coordinatesMode(): number {\r\n return this._coordinatesMode;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public get wrapU() {\r\n return this._wrapU;\r\n }\r\n public set wrapU(value: number) {\r\n this._wrapU = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public get wrapV() {\r\n return this._wrapV;\r\n }\r\n public set wrapV(value: number) {\r\n this._wrapV = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n @serialize()\r\n public anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;\r\n\r\n /** @internal */\r\n public _isCube = false;\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get isCube(): boolean {\r\n if (!this._texture) {\r\n return this._isCube;\r\n }\r\n\r\n return this._texture.isCube;\r\n }\r\n\r\n protected set isCube(value: boolean) {\r\n if (!this._texture) {\r\n this._isCube = value;\r\n } else {\r\n this._texture.isCube = value;\r\n }\r\n }\r\n\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get is3D(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is3D;\r\n }\r\n\r\n protected set is3D(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is3D = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get is2DArray(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is2DArray;\r\n }\r\n\r\n protected set is2DArray(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is2DArray = value;\r\n }\r\n\r\n /** @internal */\r\n protected _gammaSpace = true;\r\n /**\r\n * Define if the texture contains data in gamma space (most of the png/jpg aside bump).\r\n * HDR texture are usually stored in linear space.\r\n * This only impacts the PBR and Background materials\r\n */\r\n @serialize()\r\n public get gammaSpace(): boolean {\r\n if (!this._texture) {\r\n return this._gammaSpace;\r\n } else {\r\n if (this._texture._gammaSpace === null) {\r\n this._texture._gammaSpace = this._gammaSpace;\r\n }\r\n }\r\n\r\n return this._texture._gammaSpace && !this._texture._useSRGBBuffer;\r\n }\r\n\r\n public set gammaSpace(gamma: boolean) {\r\n if (!this._texture) {\r\n if (this._gammaSpace === gamma) {\r\n return;\r\n }\r\n\r\n this._gammaSpace = gamma;\r\n } else {\r\n if (this._texture._gammaSpace === gamma) {\r\n return;\r\n }\r\n this._texture._gammaSpace = gamma;\r\n }\r\n\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets whether or not the texture contains RGBD data.\r\n */\r\n public get isRGBD(): boolean {\r\n return this._texture != null && this._texture._isRGBD;\r\n }\r\n public set isRGBD(value: boolean) {\r\n if (value === this.isRGBD) {\r\n return;\r\n }\r\n\r\n if (this._texture) {\r\n this._texture._isRGBD = value;\r\n }\r\n\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n\r\n /**\r\n * Is Z inverted in the texture (useful in a cube texture).\r\n */\r\n @serialize()\r\n public invertZ = false;\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public get noMipmap(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n @serialize()\r\n public lodLevelInAlpha = false;\r\n\r\n /**\r\n * With prefiltered texture, defined the offset used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationOffset(): number {\r\n if (this._texture) {\r\n return this._texture._lodGenerationOffset;\r\n }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationOffset(value: number) {\r\n if (this._texture) {\r\n this._texture._lodGenerationOffset = value;\r\n }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined the scale used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationScale(): number {\r\n if (this._texture) {\r\n return this._texture._lodGenerationScale;\r\n }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationScale(value: number) {\r\n if (this._texture) {\r\n this._texture._lodGenerationScale = value;\r\n }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined if the specular generation is based on a linear ramp.\r\n * By default we are using a log2 of the linear roughness helping to keep a better resolution for\r\n * average roughness values.\r\n */\r\n @serialize()\r\n public get linearSpecularLOD(): boolean {\r\n if (this._texture) {\r\n return this._texture._linearSpecularLOD;\r\n }\r\n\r\n return false;\r\n }\r\n public set linearSpecularLOD(value: boolean) {\r\n if (this._texture) {\r\n this._texture._linearSpecularLOD = value;\r\n }\r\n }\r\n\r\n /**\r\n * In case a better definition than spherical harmonics is required for the diffuse part of the environment.\r\n * You can set the irradiance texture to rely on a texture instead of the spherical approach.\r\n * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).\r\n */\r\n @serializeAsTexture()\r\n public get irradianceTexture(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._irradianceTexture;\r\n }\r\n\r\n return null;\r\n }\r\n public set irradianceTexture(value: Nullable<BaseTexture>) {\r\n if (this._texture) {\r\n this._texture._irradianceTexture = value;\r\n }\r\n }\r\n\r\n /**\r\n * Define if the texture is a render target.\r\n */\r\n @serialize()\r\n public isRenderTarget = false;\r\n\r\n /**\r\n * Define the unique id of the texture in the scene.\r\n */\r\n public get uid(): string {\r\n if (!this._uid) {\r\n this._uid = RandomGUID();\r\n }\r\n return this._uid;\r\n }\r\n\r\n /** @internal */\r\n public _prefiltered: boolean = false;\r\n /** @internal */\r\n public _forceSerialize: boolean = false;\r\n\r\n /**\r\n * Return a string representation of the texture.\r\n * @returns the texture as a string\r\n */\r\n public toString(): string {\r\n return this.name;\r\n }\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"BaseTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"BaseTexture\";\r\n }\r\n\r\n /**\r\n * Define the list of animation attached to the texture.\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * An event triggered when the texture is disposed.\r\n */\r\n public onDisposeObservable = new Observable<BaseTexture>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<BaseTexture>> = null;\r\n /**\r\n * Callback triggered when the texture has been disposed.\r\n * Kept for back compatibility, you can use the onDisposeObservable instead.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n protected _scene: Nullable<Scene> = null;\r\n\r\n /** @internal */\r\n private _uid: Nullable<string> = null;\r\n\r\n /**\r\n * Define if the texture is preventing a material to render or not.\r\n * If not and the texture is not ready, the engine will use a default black texture instead.\r\n */\r\n public get isBlocking(): boolean {\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n protected _loadingError: boolean = false;\r\n protected _errorObject?: {\r\n message?: string;\r\n exception?: any;\r\n };\r\n\r\n /**\r\n * Was there any loading error?\r\n */\r\n public get loadingError(): boolean {\r\n return this._loadingError;\r\n }\r\n\r\n /**\r\n * If a loading error occurred this object will be populated with information about the error.\r\n */\r\n public get errorObject():\r\n | {\r\n message?: string;\r\n exception?: any;\r\n }\r\n | undefined {\r\n return this._errorObject;\r\n }\r\n\r\n /**\r\n * Instantiates a new BaseTexture.\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n * @param sceneOrEngine Define the scene or engine the texture belongs to\r\n * @param internalTexture Define the internal texture associated with the texture\r\n */\r\n constructor(sceneOrEngine?: Nullable<Scene | ThinEngine>, internalTexture: Nullable<InternalTexture> = null) {\r\n super(null);\r\n\r\n if (sceneOrEngine) {\r\n if (BaseTexture._IsScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n } else {\r\n this._engine = sceneOrEngine;\r\n }\r\n } else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (this._scene) {\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._scene.addTexture(this);\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n this._texture = internalTexture;\r\n\r\n this._uid = null;\r\n }\r\n\r\n /**\r\n * Get the scene the texture belongs to.\r\n * @returns the scene or null if undefined\r\n */\r\n public getScene(): Nullable<Scene> {\r\n return this._scene;\r\n }\r\n\r\n /** @internal */\r\n protected _getEngine(): Nullable<ThinEngine> {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Checks if the texture has the same transform matrix than another texture\r\n * @param texture texture to check against\r\n * @returns true if the transforms are the same, else false\r\n */\r\n public checkTransformsAreIdentical(texture: Nullable<BaseTexture>): boolean {\r\n return texture !== null;\r\n }\r\n\r\n /**\r\n * Get the texture transform matrix used to offset tile the texture for instance.\r\n * @returns the transformation matrix\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return <Matrix>Matrix.IdentityReadOnly;\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return <Matrix>Matrix.IdentityReadOnly;\r\n }\r\n\r\n /**\r\n * Gets a suitable rotate/transform matrix when the texture is used for refraction.\r\n * There's a separate function from getReflectionTextureMatrix because refraction requires a special configuration of the matrix in right-handed mode.\r\n * @returns The refraction matrix\r\n */\r\n public getRefractionTextureMatrix(): Matrix {\r\n return this.getReflectionTextureMatrix();\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be consumed (either it is ready or it is not blocking)\r\n * @returns true if ready, not blocking or if there was an error loading the texture\r\n */\r\n public isReadyOrNotBlocking(): boolean {\r\n return !this.isBlocking || this.isReady() || this.loadingError;\r\n }\r\n\r\n /**\r\n * Scales the texture if is `canRescale()`\r\n * @param ratio the resize factor we want to use to rescale\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public scale(ratio: number): void {}\r\n\r\n /**\r\n * Get if the texture can rescale.\r\n */\r\n public get canRescale(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean, useSRGBBuffer?: boolean, isCube?: boolean): Nullable<InternalTexture> {\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const correctedUseSRGBBuffer = engine._getUseSRGBBuffer(!!useSRGBBuffer, noMipmap);\r\n\r\n const texturesCache = engine.getLoadedTexturesCache();\r\n for (let index = 0; index < texturesCache.length; index++) {\r\n const texturesCacheEntry = texturesCache[index];\r\n\r\n if (useSRGBBuffer === undefined || correctedUseSRGBBuffer === texturesCacheEntry._useSRGBBuffer) {\r\n if (invertY === undefined || invertY === texturesCacheEntry.invertY) {\r\n if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {\r\n if (!sampling || sampling === texturesCacheEntry.samplingMode) {\r\n if (isCube === undefined || isCube === texturesCacheEntry.isCube) {\r\n texturesCacheEntry.incrementReferences();\r\n return texturesCacheEntry;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {}\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get the texture underlying type (INT, FLOAT...)\r\n */\r\n public get textureType(): number {\r\n if (!this._texture) {\r\n return Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n return this._texture.type !== undefined ? this._texture.type : Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n /**\r\n * Get the texture underlying format (RGB, RGBA...)\r\n */\r\n public get textureFormat(): number {\r\n if (!this._texture) {\r\n return Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n return this._texture.format !== undefined ? this._texture.format : Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n /**\r\n * Indicates that textures need to be re-calculated for all materials\r\n */\r\n protected _markAllSubMeshesAsTexturesDirty() {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n /**\r\n * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.\r\n * This will returns an RGBA array buffer containing either in values (0-255) or\r\n * float values (0-1) depending of the underlying buffer type.\r\n * @param faceIndex defines the face of the texture to read (in case of cube texture)\r\n * @param level defines the LOD level of the texture to read (in case of Mip Maps)\r\n * @param buffer defines a user defined buffer to fill with data (can be null)\r\n * @param flushRenderer true to flush the renderer from the pending commands before reading the pixels\r\n * @param noDataConversion false to convert the data to Uint8Array (if texture type is UNSIGNED_BYTE) or to Float32Array (if texture type is anything but UNSIGNED_BYTE). If true, the type of the generated buffer (if buffer==null) will depend on the type of the texture\r\n * @param x defines the region x coordinates to start reading from (default to 0)\r\n * @param y defines the region y coordinates to start reading from (default to 0)\r\n * @param width defines the region width to read from (default to the texture size at level)\r\n * @param height defines the region width to read from (default to the texture size at level)\r\n * @returns The Array buffer promise containing the pixels data.\r\n */\r\n public readPixels(\r\n faceIndex = 0,\r\n level = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n flushRenderer = true,\r\n noDataConversion = false,\r\n x = 0,\r\n y = 0,\r\n width = Number.MAX_VALUE,\r\n height = Number.MAX_VALUE\r\n ): Nullable<Promise<ArrayBufferView>> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const size = this.getSize();\r\n let maxWidth = size.width;\r\n let maxHeight = size.height;\r\n if (level !== 0) {\r\n maxWidth = maxWidth / Math.pow(2, level);\r\n maxHeight = maxHeight / Math.pow(2, level);\r\n maxWidth = Math.round(maxWidth);\r\n maxHeight = Math.round(maxHeight);\r\n }\r\n\r\n width = Math.min(maxWidth, width);\r\n height = Math.min(maxHeight, height);\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion, x, y);\r\n }\r\n\r\n return engine._readTexturePixels(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion, x, y);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _readPixelsSync(faceIndex = 0, level = 0, buffer: Nullable<ArrayBufferView> = null, flushRenderer = true, noDataConversion = false): Nullable<ArrayBufferView> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n const size = this.getSize();\r\n let width = size.width;\r\n let height = size.height;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n if (level != 0) {\r\n width = width / Math.pow(2, level);\r\n height = height / Math.pow(2, level);\r\n\r\n width = Math.round(width);\r\n height = Math.round(height);\r\n }\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixelsSync(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion);\r\n }\r\n\r\n return engine._readTexturePixelsSync(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureHigh(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureHigh;\r\n }\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureMid(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureMid;\r\n }\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureLow(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureLow;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._scene) {\r\n // Animations\r\n if (this._scene.stopAnimation) {\r\n this._scene.stopAnimation(this);\r\n }\r\n\r\n // Remove from scene\r\n this._scene.removePendingData(this);\r\n const index = this._scene.textures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n this._scene.textures.splice(index, 1);\r\n }\r\n this._scene.onTextureRemovedObservable.notifyObservers(this);\r\n this._scene = null;\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.textures.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.textures.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this.metadata = null;\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the texture into a JSON representation that can be parsed later on.\r\n * @param allowEmptyName True to force serialization even if name is empty. Default: false\r\n * @returns the JSON representation of the texture\r\n */\r\n public serialize(allowEmptyName = false): any {\r\n if (!this.name && !allowEmptyName) {\r\n return null;\r\n }\r\n\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Helper function to be called back once a list of texture contains only ready textures.\r\n * @param textures Define the list of textures to wait for\r\n * @param callback Define the callback triggered once the entire list will be ready\r\n */\r\n public static WhenAllReady(textures: BaseTexture[], callback: () => void): void {\r\n let numRemaining = textures.length;\r\n if (numRemaining === 0) {\r\n callback();\r\n return;\r\n }\r\n\r\n for (let i = 0; i < textures.length; i++) {\r\n const texture = textures[i];\r\n\r\n if (texture.isReady()) {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n } else {\r\n const onLoadObservable = (texture as any).onLoadObservable as Observable<BaseTexture>;\r\n\r\n if (onLoadObservable) {\r\n onLoadObservable.addOnce(() => {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n });\r\n } else {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static _IsScene(sceneOrEngine: Scene | ThinEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"baseTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/baseTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAE3F,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AAGnD,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AACjD,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAEpD,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAE7C,OAAO,sBAAsB,CAAC;AAE9B,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAK5C;;;;GAIG;AACH,MAAM,OAAO,WAAY,SAAQ,WAAW;IAmCxC;;OAEG;IACH,IAAW,QAAQ,CAAC,KAAc;QAC9B,IAAI,IAAI,CAAC,SAAS,KAAK,KAAK,EAAE;YAC1B,OAAO;SACV;QACD,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACvB,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;gBAC7E,OAAO,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;YAChC,CAAC,CAAC,CAAC;SACN;IACL,CAAC;IACD,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAID;;;OAGG;IACH,IAAW,eAAe,CAAC,KAAc;QACrC,IAAI,IAAI,CAAC,gBAAgB,KAAK,KAAK,EAAE;YACjC,OAAO;SACV;QACD,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAC9B,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;gBAC7E,OAAO,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;YAChC,CAAC,CAAC,CAAC;SACN;IACL,CAAC;IACD,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAmBD;;;OAGG;IACH,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,IAAI,CAAC,iBAAiB,KAAK,KAAK,EAAE;YAClC,OAAO;SACV;QACD,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;QAC/B,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;gBAC7E,OAAO,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;YAChC,CAAC,CAAC,CAAC;SACN;IACL,CAAC;IACD,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAKD;;;;;;;;;;;;;;;OAeG;IACH,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,IAAI,CAAC,gBAAgB,KAAK,KAAK,EAAE;YACjC,OAAO;SACV;QACD,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAC9B,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;gBAC7E,OAAO,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;YAChC,CAAC,CAAC,CAAC;SACN;IACL,CAAC;IACD,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED;;;;;;OAMG;IAEH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IACD,IAAW,KAAK,CAAC,KAAa;QAC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;IACxB,CAAC;IAED;;;;;;OAMG;IAEH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IACD,IAAW,KAAK,CAAC,KAAa;QAC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;IACxB,CAAC;IAsBD;;OAEG;IAEH,IAAW,MAAM;QACb,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,IAAI,CAAC,OAAO,CAAC;SACvB;QAED,OAAO,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;IAChC,CAAC;IAED,IAAc,MAAM,CAAC,KAAc;QAC/B,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;SACxB;aAAM;YACH,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,KAAK,CAAC;SAChC;IACL,CAAC;IAED;;OAEG;IAEH,IAAW,IAAI;QACX,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC;IAC9B,CAAC;IAED,IAAc,IAAI,CAAC,KAAc;QAC7B,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO;SACV;QAED,IAAI,CAAC,QAAQ,CAAC,IAAI,GAAG,KAAK,CAAC;IAC/B,CAAC;IAED;;OAEG;IAEH,IAAW,SAAS;QAChB,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC;IACnC,CAAC;IAED,IAAc,SAAS,CAAC,KAAc;QAClC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO;SACV;QAED,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,KAAK,CAAC;IACpC,CAAC;IAID;;;;OAIG;IAEH,IAAW,UAAU;QACjB,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,IAAI,CAAC,WAAW,CAAC;SAC3B;aAAM;YACH,IAAI,IAAI,CAAC,QAAQ,CAAC,WAAW,KAAK,IAAI,EAAE;gBACpC,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;aAChD;SACJ;QAED,OAAO,IAAI,CAAC,QAAQ,CAAC,WAAW,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC;IACtE,CAAC;IAED,IAAW,UAAU,CAAC,KAAc;;QAChC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;gBAC5B,OAAO;aACV;YAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;SAC5B;aAAM;YACH,IAAI,IAAI,CAAC,QAAQ,CAAC,WAAW,KAAK,KAAK,EAAE;gBACrC,OAAO;aACV;YACD,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,KAAK,CAAC;SACrC;QAED,MAAA,IAAI,CAAC,QAAQ,EAAE,0CAAE,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;YAClF,OAAO,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QAChC,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,IAAI,IAAI,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC;IAC1D,CAAC;IACD,IAAW,MAAM,CAAC,KAAc;;QAC5B,IAAI,KAAK,KAAK,IAAI,CAAC,MAAM,EAAE;YACvB,OAAO;SACV;QAED,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,KAAK,CAAC;SACjC;QAED,MAAA,IAAI,CAAC,QAAQ,EAAE,0CAAE,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,EAAE,CAAC,GAAG,EAAE,EAAE;YAClF,OAAO,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QAChC,CAAC,CAAC,CAAC;IACP,CAAC;IAQD;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,KAAK,CAAC;IACjB,CAAC;IAQD;;OAEG;IAEH,IAAW,mBAAmB;QAC1B,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC;SAC7C;QAED,OAAO,GAAG,CAAC;IACf,CAAC;IACD,IAAW,mBAAmB,CAAC,KAAa;QACxC,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,QAAQ,CAAC,oBAAoB,GAAG,KAAK,CAAC;SAC9C;IACL,CAAC;IAED;;OAEG;IAEH,IAAW,kBAAkB;QACzB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC;SAC5C;QAED,OAAO,GAAG,CAAC;IACf,CAAC;IACD,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,QAAQ,CAAC,mBAAmB,GAAG,KAAK,CAAC;SAC7C;IACL,CAAC;IAED;;;;OAIG;IAEH,IAAW,iBAAiB;QACxB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC;SAC3C;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IACD,IAAW,iBAAiB,CAAC,KAAc;QACvC,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;SAC5C;IACL,CAAC;IAED;;;;OAIG;IAEH,IAAW,iBAAiB;QACxB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC;SAC3C;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IACD,IAAW,iBAAiB,CAAC,KAA4B;QACrD,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;SAC5C;IACL,CAAC;IAQD;;OAEG;IACH,IAAW,GAAG;QACV,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;YACZ,IAAI,CAAC,IAAI,GAAG,UAAU,EAAE,CAAC;SAC5B;QACD,OAAO,IAAI,CAAC,IAAI,CAAC;IACrB,CAAC;IAOD;;;OAGG;IACI,QAAQ;QACX,OAAO,IAAI,CAAC,IAAI,CAAC;IACrB,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,aAAa,CAAC;IACzB,CAAC;IAaD;;;OAGG;IACH,IAAW,SAAS,CAAC,QAAoB;QACrC,IAAI,IAAI,CAAC,kBAAkB,EAAE;YACzB,IAAI,CAAC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;SAC5D;QACD,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,mBAAmB,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;IACrE,CAAC;IAOD;;;OAGG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC;IAChB,CAAC;IAWD;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAMlB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;;;;;OAOG;IACH,YAAY,aAA4C,EAAE,kBAA6C,IAAI;QACvG,KAAK,CAAC,IAAI,CAAC,CAAC;QA9ehB;;WAEG;QAEI,aAAQ,GAAQ,IAAI,CAAC;QAK5B;;WAEG;QACI,sBAAiB,GAAQ,IAAI,CAAC;QAG7B,cAAS,GAAG,KAAK,CAAC;QAoBlB,qBAAgB,GAAG,KAAK,CAAC;QAoBjC;;;WAGG;QAEI,UAAK,GAAG,CAAC,CAAC;QAGP,sBAAiB,GAAG,CAAC,CAAC;QAEhC;;;WAGG;QAEI,yBAAoB,GAAG,IAAI,CAAC;QAsBzB,qBAAgB,GAAG,SAAS,CAAC,qBAAqB,CAAC;QA+D7D;;;;;;WAMG;QAEI,UAAK,GAAG,SAAS,CAAC,wBAAwB,CAAC;QAElD;;;;WAIG;QAEI,8BAAyB,GAAG,WAAW,CAAC,mCAAmC,CAAC;QAEnF,gBAAgB;QACT,YAAO,GAAG,KAAK,CAAC;QA6DvB,gBAAgB;QACN,gBAAW,GAAG,IAAI,CAAC;QA0D7B;;WAEG;QAEI,YAAO,GAAG,KAAK,CAAC;QASvB;;WAEG;QAEI,oBAAe,GAAG,KAAK,CAAC;QA0E/B;;WAEG;QAEI,mBAAc,GAAG,KAAK,CAAC;QAY9B,gBAAgB;QACT,iBAAY,GAAY,KAAK,CAAC;QACrC,gBAAgB;QACT,oBAAe,GAAY,KAAK,CAAC;QAkBxC;;WAEG;QACI,eAAU,GAAgB,EAAE,CAAC;QAEpC;;WAEG;QACI,wBAAmB,GAAG,IAAI,UAAU,EAAe,CAAC;QAEnD,uBAAkB,GAAoC,IAAI,CAAC;QAYzD,WAAM,GAAoB,IAAI,CAAC;QAEzC,gBAAgB;QACR,SAAI,GAAqB,IAAI,CAAC;QAUtC,gBAAgB;QACT,qBAAgB,GAA4B,IAAI,CAAC;QAE9C,kBAAa,GAAY,KAAK,CAAC;QAoCrC,IAAI,aAAa,EAAE;YACf,IAAI,WAAW,CAAC,QAAQ,CAAC,aAAa,CAAC,EAAE;gBACrC,IAAI,CAAC,MAAM,GAAG,aAAa,CAAC;aAC/B;iBAAM;gBACH,IAAI,CAAC,OAAO,GAAG,aAAa,CAAC;aAChC;SACJ;aAAM;YACH,IAAI,CAAC,MAAM,GAAG,WAAW,CAAC,gBAAgB,CAAC;SAC9C;QAED,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;YAC1C,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;YAC7B,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;SAC1C;QAED,IAAI,CAAC,QAAQ,GAAG,eAAe,CAAC;QAEhC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;IACrB,CAAC;IAED;;;OAGG;IACI,QAAQ;QACX,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,gBAAgB;IACN,UAAU;QAChB,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED;;;;OAIG;IACI,2BAA2B,CAAC,OAA8B;QAC7D,OAAO,OAAO,KAAK,IAAI,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,gBAAgB;QACnB,OAAe,MAAM,CAAC,gBAAgB,CAAC;IAC3C,CAAC;IAED;;;OAGG;IACI,0BAA0B;QAC7B,OAAe,MAAM,CAAC,gBAAgB,CAAC;IAC3C,CAAC;IAED;;;;OAIG;IACI,0BAA0B;QAC7B,OAAO,IAAI,CAAC,0BAA0B,EAAE,CAAC;IAC7C,CAAC;IAED;;;OAGG;IACI,oBAAoB;QACvB,OAAO,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,OAAO,EAAE,IAAI,IAAI,CAAC,YAAY,CAAC;IACnE,CAAC;IAED;;;OAGG;IACH,6DAA6D;IACtD,KAAK,CAAC,KAAa,IAAS,CAAC;IAEpC;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;OAEG;IACI,aAAa,CAAC,GAAqB,EAAE,QAAiB,EAAE,QAAiB,EAAE,OAAiB,EAAE,aAAuB,EAAE,MAAgB;QAC1I,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,MAAM,sBAAsB,GAAG,MAAM,CAAC,iBAAiB,CAAC,CAAC,CAAC,aAAa,EAAE,QAAQ,CAAC,CAAC;QAEnF,MAAM,aAAa,GAAG,MAAM,CAAC,sBAAsB,EAAE,CAAC;QACtD,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,aAAa,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACvD,MAAM,kBAAkB,GAAG,aAAa,CAAC,KAAK,CAAC,CAAC;YAEhD,IAAI,aAAa,KAAK,SAAS,IAAI,sBAAsB,KAAK,kBAAkB,CAAC,cAAc,EAAE;gBAC7F,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,KAAK,kBAAkB,CAAC,OAAO,EAAE;oBACjE,IAAI,kBAAkB,CAAC,GAAG,KAAK,GAAG,IAAI,kBAAkB,CAAC,eAAe,KAAK,CAAC,QAAQ,EAAE;wBACpF,IAAI,CAAC,QAAQ,IAAI,QAAQ,KAAK,kBAAkB,CAAC,YAAY,EAAE;4BAC3D,IAAI,MAAM,KAAK,SAAS,IAAI,MAAM,KAAK,kBAAkB,CAAC,MAAM,EAAE;gCAC9D,kBAAkB,CAAC,mBAAmB,EAAE,CAAC;gCACzC,OAAO,kBAAkB,CAAC;6BAC7B;yBACJ;qBACJ;iBACJ;aACJ;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,gBAAgB;IACT,QAAQ,CAAC,gBAAgB,GAAG,KAAK,IAAS,CAAC;IAElD;;;OAGG;IACI,KAAK;QACR,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,SAAS,CAAC,wBAAwB,CAAC;SAC7C;QAED,OAAO,IAAI,CAAC,QAAQ,CAAC,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,SAAS,CAAC,wBAAwB,CAAC;IACtG,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,SAAS,CAAC,kBAAkB,CAAC;SACvC;QAED,OAAO,IAAI,CAAC,QAAQ,CAAC,MAAM,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC,kBAAkB,CAAC;IACpG,CAAC;IAED;;OAEG;IACO,gCAAgC;QACtC,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO;SACV;QAED,KAAK,CAAC,uBAAuB,CAAC,SAAS,CAAC,yBAAyB,CAAC,CAAC;IACvE,CAAC;IAED;;;;;;;;;;;;;;OAcG;IACI,UAAU,CACb,SAAS,GAAG,CAAC,EACb,KAAK,GAAG,CAAC,EACT,SAAoC,IAAI,EACxC,aAAa,GAAG,IAAI,EACpB,gBAAgB,GAAG,KAAK,EACxB,CAAC,GAAG,CAAC,EACL,CAAC,GAAG,CAAC,EACL,KAAK,GAAG,MAAM,CAAC,SAAS,EACxB,MAAM,GAAG,MAAM,CAAC,SAAS;QAEzB,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,IAAI,CAAC;SACf;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAC5B,IAAI,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC;QAC1B,IAAI,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC;QAC5B,IAAI,KAAK,KAAK,CAAC,EAAE;YACb,QAAQ,GAAG,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YACzC,SAAS,GAAG,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YAC3C,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;YAChC,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC;SACrC;QAED,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,KAAK,CAAC,CAAC;QAClC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,MAAM,CAAC,CAAC;QAErC,IAAI;YACA,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;gBACtB,OAAO,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;aACnI;YAED,OAAO,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SAC5H;QAAC,OAAO,CAAC,EAAE;YACR,OAAO,IAAI,CAAC;SACf;IACL,CAAC;IAED;;OAEG;IACI,eAAe,CAAC,SAAS,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,SAAoC,IAAI,EAAE,aAAa,GAAG,IAAI,EAAE,gBAAgB,GAAG,KAAK;QACrI,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO,IAAI,CAAC;SACf;QAED,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAC5B,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACvB,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,IAAI,KAAK,IAAI,CAAC,EAAE;YACZ,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YACnC,MAAM,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YAErC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;YAC1B,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;SAC/B;QAED,IAAI;YACA,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE;gBACtB,OAAO,MAAM,CAAC,sBAAsB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,CAAC,CAAC;aACjI;YAED,OAAO,MAAM,CAAC,sBAAsB,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,gBAAgB,CAAC,CAAC;SAC1H;QAAC,OAAO,CAAC,EAAE;YACR,OAAO,IAAI,CAAC;SACf;IACL,CAAC;IAED,gBAAgB;IAChB,IAAW,eAAe;QACtB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,IAAI,CAAC,QAAQ,CAAC,eAAe,CAAC;SACxC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,gBAAgB;IAChB,IAAW,cAAc;QACrB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC;SACvC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,gBAAgB;IAChB,IAAW,cAAc;QACrB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,OAAO,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC;SACvC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,aAAa;YACb,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,EAAE;gBAC3B,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;aACnC;YAED,oBAAoB;YACpB,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,CAAC;YACpC,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YAEjD,IAAI,KAAK,IAAI,CAAC,EAAE;gBACZ,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;aACzC;YACD,IAAI,CAAC,MAAM,CAAC,0BAA0B,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;YAC7D,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;YAEnB,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACvB,MAAM,KAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;gBAC3D,IAAI,KAAK,GAAG,CAAC,CAAC,EAAE;oBACZ,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;iBACnD;gBACD,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;aAChC;SACJ;QAED,WAAW;QACX,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAC/C,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;QAEjC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAErB,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,cAAc,GAAG,KAAK;QACnC,IAAI,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,cAAc,EAAE;YAC/B,OAAO,IAAI,CAAC;SACf;QAED,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAEhE,aAAa;QACb,mBAAmB,CAAC,0BAA0B,CAAC,IAAI,EAAE,mBAAmB,CAAC,CAAC;QAE1E,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,YAAY,CAAC,QAAuB,EAAE,QAAoB;QACpE,IAAI,YAAY,GAAG,QAAQ,CAAC,MAAM,CAAC;QACnC,IAAI,YAAY,KAAK,CAAC,EAAE;YACpB,QAAQ,EAAE,CAAC;YACX,OAAO;SACV;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACtC,MAAM,OAAO,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC;YAE5B,IAAI,OAAO,CAAC,OAAO,EAAE,EAAE;gBACnB,IAAI,EAAE,YAAY,KAAK,CAAC,EAAE;oBACtB,QAAQ,EAAE,CAAC;iBACd;aACJ;iBAAM;gBACH,MAAM,gBAAgB,GAAI,OAAe,CAAC,gBAA2C,CAAC;gBAEtF,IAAI,gBAAgB,EAAE;oBAClB,gBAAgB,CAAC,OAAO,CAAC,GAAG,EAAE;wBAC1B,IAAI,EAAE,YAAY,KAAK,CAAC,EAAE;4BACtB,QAAQ,EAAE,CAAC;yBACd;oBACL,CAAC,CAAC,CAAC;iBACN;qBAAM;oBACH,IAAI,EAAE,YAAY,KAAK,CAAC,EAAE;wBACtB,QAAQ,EAAE,CAAC;qBACd;iBACJ;aACJ;SACJ;IACL,CAAC;IAEO,MAAM,CAAC,QAAQ,CAAC,aAAiC;QACrD,OAAO,aAAa,CAAC,YAAY,EAAE,KAAK,OAAO,CAAC;IACpD,CAAC;;AAh4BD;;;GAGG;AACW,+CAAmC,GAAG,CAAC,AAAJ,CAAK;AAM/C;IADN,SAAS,EAAE;6CACY;AAMjB;IADN,SAAS,EAAE;yCACQ;AAMb;IADN,SAAS,EAAE;6CACgB;AAWpB;IADP,SAAS,CAAC,UAAU,CAAC;8CACI;AAoBlB;IADP,SAAS,CAAC,iBAAiB,CAAC;qDACI;AAyB1B;IADN,SAAS,EAAE;0CACK;AAGP;IADT,SAAS,CAAC,kBAAkB,CAAC;sDACE;AAOzB;IADN,SAAS,EAAE;yDACuB;AAsBzB;IADT,SAAS,CAAC,iBAAiB,CAAC;qDACgC;AAyC7D;IADC,SAAS,EAAE;wCAGX;AAaD;IADC,SAAS,EAAE;wCAGX;AAaM;IADN,SAAS,EAAE;0CACsC;AAQ3C;IADN,SAAS,EAAE;8DACuE;AAQnF;IADC,SAAS,EAAE;yCAOX;AAcD;IADC,SAAS,EAAE;uCAOX;AAcD;IADC,SAAS,EAAE;4CAOX;AAkBD;IADC,SAAS,EAAE;6CAWX;AA6CM;IADN,SAAS,EAAE;4CACW;AAahB;IADN,SAAS,EAAE;oDACmB;AAM/B;IADC,SAAS,EAAE;sDAOX;AAWD;IADC,SAAS,EAAE;qDAOX;AAaD;IADC,SAAS,EAAE;oDAOX;AAaD;IADC,kBAAkB,EAAE;oDAOpB;AAWM;IADN,SAAS,EAAE;mDACkB","sourcesContent":["import { serialize, SerializationHelper, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { RandomGUID } from \"../../Misc/guid\";\r\n\r\nimport \"../../Misc/fileTools\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { ThinTexture } from \"./thinTexture\";\r\nimport type { AbstractScene } from \"../../abstractScene\";\r\n\r\nimport type { Animation } from \"../../Animations/animation\";\r\n\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n */\r\nexport class BaseTexture extends ThinTexture implements IAnimatable {\r\n /**\r\n * Default anisotropic filtering level for the application.\r\n * It is set to 4 as a good tradeoff between perf and quality.\r\n */\r\n public static DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;\r\n\r\n /**\r\n * Gets or sets the unique id of the texture\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /**\r\n * Define the name of the texture.\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information.\r\n */\r\n @serialize()\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _internalMetadata: any;\r\n\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n public reservedDataStore: any = null;\r\n\r\n @serialize(\"hasAlpha\")\r\n private _hasAlpha = false;\r\n /**\r\n * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).\r\n */\r\n public set hasAlpha(value: boolean) {\r\n if (this._hasAlpha === value) {\r\n return;\r\n }\r\n this._hasAlpha = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get hasAlpha(): boolean {\r\n return this._hasAlpha;\r\n }\r\n\r\n @serialize(\"getAlphaFromRGB\")\r\n private _getAlphaFromRGB = false;\r\n /**\r\n * Defines if the alpha value should be determined via the rgb values.\r\n * If true the luminance of the pixel might be used to find the corresponding alpha value.\r\n */\r\n public set getAlphaFromRGB(value: boolean) {\r\n if (this._getAlphaFromRGB === value) {\r\n return;\r\n }\r\n this._getAlphaFromRGB = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get getAlphaFromRGB(): boolean {\r\n return this._getAlphaFromRGB;\r\n }\r\n\r\n /**\r\n * Intensity or strength of the texture.\r\n * It is commonly used by materials to fine tune the intensity of the texture\r\n */\r\n @serialize()\r\n public level = 1;\r\n\r\n @serialize(\"coordinatesIndex\")\r\n protected _coordinatesIndex = 0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the texture should try to reduce shader code if there is no UV manipulation.\r\n * (ie. when texture.getTextureMatrix().isIdentityAs3x2() returns true)\r\n */\r\n @serialize()\r\n public optimizeUVAllocation = true;\r\n\r\n /**\r\n * Define the UV channel to use starting from 0 and defaulting to 0.\r\n * This is part of the texture as textures usually maps to one uv set.\r\n */\r\n public set coordinatesIndex(value: number) {\r\n if (this._coordinatesIndex === value) {\r\n return;\r\n }\r\n this._coordinatesIndex = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get coordinatesIndex(): number {\r\n return this._coordinatesIndex;\r\n }\r\n\r\n @serialize(\"coordinatesMode\")\r\n protected _coordinatesMode = Constants.TEXTURE_EXPLICIT_MODE;\r\n\r\n /**\r\n * How a texture is mapped.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | EXPLICIT_MODE | |\r\n * | 1 | SPHERICAL_MODE | |\r\n * | 2 | PLANAR_MODE | |\r\n * | 3 | CUBIC_MODE | |\r\n * | 4 | PROJECTION_MODE | |\r\n * | 5 | SKYBOX_MODE | |\r\n * | 6 | INVCUBIC_MODE | |\r\n * | 7 | EQUIRECTANGULAR_MODE | |\r\n * | 8 | FIXED_EQUIRECTANGULAR_MODE | |\r\n * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |\r\n */\r\n public set coordinatesMode(value: number) {\r\n if (this._coordinatesMode === value) {\r\n return;\r\n }\r\n this._coordinatesMode = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get coordinatesMode(): number {\r\n return this._coordinatesMode;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public get wrapU() {\r\n return this._wrapU;\r\n }\r\n public set wrapU(value: number) {\r\n this._wrapU = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public get wrapV() {\r\n return this._wrapV;\r\n }\r\n public set wrapV(value: number) {\r\n this._wrapV = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n @serialize()\r\n public anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;\r\n\r\n /** @internal */\r\n public _isCube = false;\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get isCube(): boolean {\r\n if (!this._texture) {\r\n return this._isCube;\r\n }\r\n\r\n return this._texture.isCube;\r\n }\r\n\r\n protected set isCube(value: boolean) {\r\n if (!this._texture) {\r\n this._isCube = value;\r\n } else {\r\n this._texture.isCube = value;\r\n }\r\n }\r\n\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get is3D(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is3D;\r\n }\r\n\r\n protected set is3D(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is3D = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public get is2DArray(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is2DArray;\r\n }\r\n\r\n protected set is2DArray(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is2DArray = value;\r\n }\r\n\r\n /** @internal */\r\n protected _gammaSpace = true;\r\n /**\r\n * Define if the texture contains data in gamma space (most of the png/jpg aside bump).\r\n * HDR texture are usually stored in linear space.\r\n * This only impacts the PBR and Background materials\r\n */\r\n @serialize()\r\n public get gammaSpace(): boolean {\r\n if (!this._texture) {\r\n return this._gammaSpace;\r\n } else {\r\n if (this._texture._gammaSpace === null) {\r\n this._texture._gammaSpace = this._gammaSpace;\r\n }\r\n }\r\n\r\n return this._texture._gammaSpace && !this._texture._useSRGBBuffer;\r\n }\r\n\r\n public set gammaSpace(gamma: boolean) {\r\n if (!this._texture) {\r\n if (this._gammaSpace === gamma) {\r\n return;\r\n }\r\n\r\n this._gammaSpace = gamma;\r\n } else {\r\n if (this._texture._gammaSpace === gamma) {\r\n return;\r\n }\r\n this._texture._gammaSpace = gamma;\r\n }\r\n\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets whether or not the texture contains RGBD data.\r\n */\r\n public get isRGBD(): boolean {\r\n return this._texture != null && this._texture._isRGBD;\r\n }\r\n public set isRGBD(value: boolean) {\r\n if (value === this.isRGBD) {\r\n return;\r\n }\r\n\r\n if (this._texture) {\r\n this._texture._isRGBD = value;\r\n }\r\n\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n\r\n /**\r\n * Is Z inverted in the texture (useful in a cube texture).\r\n */\r\n @serialize()\r\n public invertZ = false;\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public get noMipmap(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n @serialize()\r\n public lodLevelInAlpha = false;\r\n\r\n /**\r\n * With prefiltered texture, defined the offset used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationOffset(): number {\r\n if (this._texture) {\r\n return this._texture._lodGenerationOffset;\r\n }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationOffset(value: number) {\r\n if (this._texture) {\r\n this._texture._lodGenerationOffset = value;\r\n }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined the scale used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationScale(): number {\r\n if (this._texture) {\r\n return this._texture._lodGenerationScale;\r\n }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationScale(value: number) {\r\n if (this._texture) {\r\n this._texture._lodGenerationScale = value;\r\n }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined if the specular generation is based on a linear ramp.\r\n * By default we are using a log2 of the linear roughness helping to keep a better resolution for\r\n * average roughness values.\r\n */\r\n @serialize()\r\n public get linearSpecularLOD(): boolean {\r\n if (this._texture) {\r\n return this._texture._linearSpecularLOD;\r\n }\r\n\r\n return false;\r\n }\r\n public set linearSpecularLOD(value: boolean) {\r\n if (this._texture) {\r\n this._texture._linearSpecularLOD = value;\r\n }\r\n }\r\n\r\n /**\r\n * In case a better definition than spherical harmonics is required for the diffuse part of the environment.\r\n * You can set the irradiance texture to rely on a texture instead of the spherical approach.\r\n * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).\r\n */\r\n @serializeAsTexture()\r\n public get irradianceTexture(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._irradianceTexture;\r\n }\r\n\r\n return null;\r\n }\r\n public set irradianceTexture(value: Nullable<BaseTexture>) {\r\n if (this._texture) {\r\n this._texture._irradianceTexture = value;\r\n }\r\n }\r\n\r\n /**\r\n * Define if the texture is a render target.\r\n */\r\n @serialize()\r\n public isRenderTarget = false;\r\n\r\n /**\r\n * Define the unique id of the texture in the scene.\r\n */\r\n public get uid(): string {\r\n if (!this._uid) {\r\n this._uid = RandomGUID();\r\n }\r\n return this._uid;\r\n }\r\n\r\n /** @internal */\r\n public _prefiltered: boolean = false;\r\n /** @internal */\r\n public _forceSerialize: boolean = false;\r\n\r\n /**\r\n * Return a string representation of the texture.\r\n * @returns the texture as a string\r\n */\r\n public toString(): string {\r\n return this.name;\r\n }\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"BaseTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"BaseTexture\";\r\n }\r\n\r\n /**\r\n * Define the list of animation attached to the texture.\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * An event triggered when the texture is disposed.\r\n */\r\n public onDisposeObservable = new Observable<BaseTexture>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<BaseTexture>> = null;\r\n /**\r\n * Callback triggered when the texture has been disposed.\r\n * Kept for back compatibility, you can use the onDisposeObservable instead.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n protected _scene: Nullable<Scene> = null;\r\n\r\n /** @internal */\r\n private _uid: Nullable<string> = null;\r\n\r\n /**\r\n * Define if the texture is preventing a material to render or not.\r\n * If not and the texture is not ready, the engine will use a default black texture instead.\r\n */\r\n public get isBlocking(): boolean {\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n protected _loadingError: boolean = false;\r\n protected _errorObject?: {\r\n message?: string;\r\n exception?: any;\r\n };\r\n\r\n /**\r\n * Was there any loading error?\r\n */\r\n public get loadingError(): boolean {\r\n return this._loadingError;\r\n }\r\n\r\n /**\r\n * If a loading error occurred this object will be populated with information about the error.\r\n */\r\n public get errorObject():\r\n | {\r\n message?: string;\r\n exception?: any;\r\n }\r\n | undefined {\r\n return this._errorObject;\r\n }\r\n\r\n /**\r\n * Instantiates a new BaseTexture.\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n * @param sceneOrEngine Define the scene or engine the texture belongs to\r\n * @param internalTexture Define the internal texture associated with the texture\r\n */\r\n constructor(sceneOrEngine?: Nullable<Scene | ThinEngine>, internalTexture: Nullable<InternalTexture> = null) {\r\n super(null);\r\n\r\n if (sceneOrEngine) {\r\n if (BaseTexture._IsScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n } else {\r\n this._engine = sceneOrEngine;\r\n }\r\n } else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (this._scene) {\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._scene.addTexture(this);\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n this._texture = internalTexture;\r\n\r\n this._uid = null;\r\n }\r\n\r\n /**\r\n * Get the scene the texture belongs to.\r\n * @returns the scene or null if undefined\r\n */\r\n public getScene(): Nullable<Scene> {\r\n return this._scene;\r\n }\r\n\r\n /** @internal */\r\n protected _getEngine(): Nullable<ThinEngine> {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Checks if the texture has the same transform matrix than another texture\r\n * @param texture texture to check against\r\n * @returns true if the transforms are the same, else false\r\n */\r\n public checkTransformsAreIdentical(texture: Nullable<BaseTexture>): boolean {\r\n return texture !== null;\r\n }\r\n\r\n /**\r\n * Get the texture transform matrix used to offset tile the texture for instance.\r\n * @returns the transformation matrix\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return <Matrix>Matrix.IdentityReadOnly;\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return <Matrix>Matrix.IdentityReadOnly;\r\n }\r\n\r\n /**\r\n * Gets a suitable rotate/transform matrix when the texture is used for refraction.\r\n * There's a separate function from getReflectionTextureMatrix because refraction requires a special configuration of the matrix in right-handed mode.\r\n * @returns The refraction matrix\r\n */\r\n public getRefractionTextureMatrix(): Matrix {\r\n return this.getReflectionTextureMatrix();\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be consumed (either it is ready or it is not blocking)\r\n * @returns true if ready, not blocking or if there was an error loading the texture\r\n */\r\n public isReadyOrNotBlocking(): boolean {\r\n return !this.isBlocking || this.isReady() || this.loadingError;\r\n }\r\n\r\n /**\r\n * Scales the texture if is `canRescale()`\r\n * @param ratio the resize factor we want to use to rescale\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public scale(ratio: number): void {}\r\n\r\n /**\r\n * Get if the texture can rescale.\r\n */\r\n public get canRescale(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean, useSRGBBuffer?: boolean, isCube?: boolean): Nullable<InternalTexture> {\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const correctedUseSRGBBuffer = engine._getUseSRGBBuffer(!!useSRGBBuffer, noMipmap);\r\n\r\n const texturesCache = engine.getLoadedTexturesCache();\r\n for (let index = 0; index < texturesCache.length; index++) {\r\n const texturesCacheEntry = texturesCache[index];\r\n\r\n if (useSRGBBuffer === undefined || correctedUseSRGBBuffer === texturesCacheEntry._useSRGBBuffer) {\r\n if (invertY === undefined || invertY === texturesCacheEntry.invertY) {\r\n if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {\r\n if (!sampling || sampling === texturesCacheEntry.samplingMode) {\r\n if (isCube === undefined || isCube === texturesCacheEntry.isCube) {\r\n texturesCacheEntry.incrementReferences();\r\n return texturesCacheEntry;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(_fromContextLost = false): void {}\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get the texture underlying type (INT, FLOAT...)\r\n */\r\n public get textureType(): number {\r\n if (!this._texture) {\r\n return Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n return this._texture.type !== undefined ? this._texture.type : Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n /**\r\n * Get the texture underlying format (RGB, RGBA...)\r\n */\r\n public get textureFormat(): number {\r\n if (!this._texture) {\r\n return Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n return this._texture.format !== undefined ? this._texture.format : Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n /**\r\n * Indicates that textures need to be re-calculated for all materials\r\n */\r\n protected _markAllSubMeshesAsTexturesDirty() {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n /**\r\n * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.\r\n * This will returns an RGBA array buffer containing either in values (0-255) or\r\n * float values (0-1) depending of the underlying buffer type.\r\n * @param faceIndex defines the face of the texture to read (in case of cube texture)\r\n * @param level defines the LOD level of the texture to read (in case of Mip Maps)\r\n * @param buffer defines a user defined buffer to fill with data (can be null)\r\n * @param flushRenderer true to flush the renderer from the pending commands before reading the pixels\r\n * @param noDataConversion false to convert the data to Uint8Array (if texture type is UNSIGNED_BYTE) or to Float32Array (if texture type is anything but UNSIGNED_BYTE). If true, the type of the generated buffer (if buffer==null) will depend on the type of the texture\r\n * @param x defines the region x coordinates to start reading from (default to 0)\r\n * @param y defines the region y coordinates to start reading from (default to 0)\r\n * @param width defines the region width to read from (default to the texture size at level)\r\n * @param height defines the region width to read from (default to the texture size at level)\r\n * @returns The Array buffer promise containing the pixels data.\r\n */\r\n public readPixels(\r\n faceIndex = 0,\r\n level = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n flushRenderer = true,\r\n noDataConversion = false,\r\n x = 0,\r\n y = 0,\r\n width = Number.MAX_VALUE,\r\n height = Number.MAX_VALUE\r\n ): Nullable<Promise<ArrayBufferView>> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const size = this.getSize();\r\n let maxWidth = size.width;\r\n let maxHeight = size.height;\r\n if (level !== 0) {\r\n maxWidth = maxWidth / Math.pow(2, level);\r\n maxHeight = maxHeight / Math.pow(2, level);\r\n maxWidth = Math.round(maxWidth);\r\n maxHeight = Math.round(maxHeight);\r\n }\r\n\r\n width = Math.min(maxWidth, width);\r\n height = Math.min(maxHeight, height);\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion, x, y);\r\n }\r\n\r\n return engine._readTexturePixels(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion, x, y);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _readPixelsSync(faceIndex = 0, level = 0, buffer: Nullable<ArrayBufferView> = null, flushRenderer = true, noDataConversion = false): Nullable<ArrayBufferView> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n const size = this.getSize();\r\n let width = size.width;\r\n let height = size.height;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n if (level != 0) {\r\n width = width / Math.pow(2, level);\r\n height = height / Math.pow(2, level);\r\n\r\n width = Math.round(width);\r\n height = Math.round(height);\r\n }\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixelsSync(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion);\r\n }\r\n\r\n return engine._readTexturePixelsSync(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureHigh(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureHigh;\r\n }\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureMid(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureMid;\r\n }\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureLow(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureLow;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._scene) {\r\n // Animations\r\n if (this._scene.stopAnimation) {\r\n this._scene.stopAnimation(this);\r\n }\r\n\r\n // Remove from scene\r\n this._scene.removePendingData(this);\r\n const index = this._scene.textures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n this._scene.textures.splice(index, 1);\r\n }\r\n this._scene.onTextureRemovedObservable.notifyObservers(this);\r\n this._scene = null;\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.textures.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.textures.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this.metadata = null;\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the texture into a JSON representation that can be parsed later on.\r\n * @param allowEmptyName True to force serialization even if name is empty. Default: false\r\n * @returns the JSON representation of the texture\r\n */\r\n public serialize(allowEmptyName = false): any {\r\n if (!this.name && !allowEmptyName) {\r\n return null;\r\n }\r\n\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Helper function to be called back once a list of texture contains only ready textures.\r\n * @param textures Define the list of textures to wait for\r\n * @param callback Define the callback triggered once the entire list will be ready\r\n */\r\n public static WhenAllReady(textures: BaseTexture[], callback: () => void): void {\r\n let numRemaining = textures.length;\r\n if (numRemaining === 0) {\r\n callback();\r\n return;\r\n }\r\n\r\n for (let i = 0; i < textures.length; i++) {\r\n const texture = textures[i];\r\n\r\n if (texture.isReady()) {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n } else {\r\n const onLoadObservable = (texture as any).onLoadObservable as Observable<BaseTexture>;\r\n\r\n if (onLoadObservable) {\r\n onLoadObservable.addOnce(() => {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n });\r\n } else {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static _IsScene(sceneOrEngine: Scene | ThinEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
@@ -374,6 +374,11 @@ export class InternalTexture extends TextureSampler {
374
374
  }, null, this.format, this._extension);
375
375
  proxy._sphericalPolynomial = this._sphericalPolynomial;
376
376
  return;
377
+ case InternalTextureSource.DepthStencil:
378
+ case InternalTextureSource.Depth: {
379
+ // Will be handled at the RenderTargetWrapper level
380
+ break;
381
+ }
377
382
  }
378
383
  }
379
384
  /**