@babylonjs/core 6.7.0 → 6.8.1

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 (412) hide show
  1. package/Actions/abstractActionManager.js.map +1 -1
  2. package/Actions/action.js.map +1 -1
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/animationGroup.d.ts +5 -0
  5. package/Animations/animationGroup.js +12 -0
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/easing.js.map +1 -1
  8. package/Audio/audioSceneComponent.js.map +1 -1
  9. package/Audio/sound.js.map +1 -1
  10. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  11. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  12. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  13. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  14. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  15. package/Bones/bone.js.map +1 -1
  16. package/Bones/boneIKController.js.map +1 -1
  17. package/Bones/boneLookController.js.map +1 -1
  18. package/Buffers/dataBuffer.js.map +1 -1
  19. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  20. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  21. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  22. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  23. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  24. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  25. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  26. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  27. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  28. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  29. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  30. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  31. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  32. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  33. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  34. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  35. package/Cameras/arcRotateCamera.js.map +1 -1
  36. package/Cameras/camera.js.map +1 -1
  37. package/Cameras/flyCamera.js.map +1 -1
  38. package/Cameras/followCamera.js.map +1 -1
  39. package/Cameras/freeCamera.js.map +1 -1
  40. package/Cameras/targetCamera.js.map +1 -1
  41. package/Collisions/collider.js.map +1 -1
  42. package/Compute/computeEffect.js.map +1 -1
  43. package/Compute/computeShader.js +1 -5
  44. package/Compute/computeShader.js.map +1 -1
  45. package/Culling/Octrees/octree.js.map +1 -1
  46. package/Culling/boundingBox.js.map +1 -1
  47. package/Culling/boundingInfo.js.map +1 -1
  48. package/Culling/boundingSphere.js.map +1 -1
  49. package/Culling/ray.d.ts +7 -2
  50. package/Culling/ray.js +8 -3
  51. package/Culling/ray.js.map +1 -1
  52. package/Debug/debugLayer.js +1 -9
  53. package/Debug/debugLayer.js.map +1 -1
  54. package/Debug/skeletonViewer.js.map +1 -1
  55. package/Engines/Extensions/engine.cubeTexture.js +1 -6
  56. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  57. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  58. package/Engines/Extensions/engine.multiview.d.ts +6 -1
  59. package/Engines/Extensions/engine.multiview.js +27 -7
  60. package/Engines/Extensions/engine.multiview.js.map +1 -1
  61. package/Engines/Extensions/engine.renderTarget.js +1 -6
  62. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  63. package/Engines/Extensions/engine.renderTargetCube.js +1 -9
  64. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  65. package/Engines/Extensions/engine.webVR.js +1 -5
  66. package/Engines/Extensions/engine.webVR.js.map +1 -1
  67. package/Engines/Native/nativeInterfaces.d.ts +1 -0
  68. package/Engines/Native/nativeInterfaces.js.map +1 -1
  69. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +3 -0
  70. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  71. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +37 -0
  72. package/Engines/Processors/Expressions/shaderDefineExpression.js +57 -0
  73. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  74. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  75. package/Engines/Processors/shaderProcessor.js +34 -14
  76. package/Engines/Processors/shaderProcessor.js.map +1 -1
  77. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +19 -0
  78. package/Engines/WebGL/webGLRenderTargetWrapper.js +20 -1
  79. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  80. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -7
  81. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  82. package/Engines/WebGPU/Extensions/engine.renderTarget.js +1 -8
  83. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  84. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +1 -10
  85. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  86. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  87. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  88. package/Engines/WebGPU/webgpuCacheSampler.js +1 -6
  89. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  90. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  91. package/Engines/WebGPU/webgpuTintWASM.js +1 -4
  92. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  93. package/Engines/engine.d.ts +8 -1
  94. package/Engines/engine.js.map +1 -1
  95. package/Engines/engineCapabilities.d.ts +2 -0
  96. package/Engines/engineCapabilities.js.map +1 -1
  97. package/Engines/nativeEngine.d.ts +2 -0
  98. package/Engines/nativeEngine.js +16 -0
  99. package/Engines/nativeEngine.js.map +1 -1
  100. package/Engines/nullEngine.js +1 -9
  101. package/Engines/nullEngine.js.map +1 -1
  102. package/Engines/thinEngine.js +7 -9
  103. package/Engines/thinEngine.js.map +1 -1
  104. package/Engines/webgpuEngine.js +3 -14
  105. package/Engines/webgpuEngine.js.map +1 -1
  106. package/Gamepads/Controllers/gearVRController.js.map +1 -1
  107. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  108. package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
  109. package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
  110. package/Gamepads/gamepad.js.map +1 -1
  111. package/Gizmos/cameraGizmo.js.map +1 -1
  112. package/Gizmos/gizmo.js.map +1 -1
  113. package/Gizmos/lightGizmo.js.map +1 -1
  114. package/Gizmos/planeRotationGizmo.js.map +1 -1
  115. package/Helpers/environmentHelper.js +2 -8
  116. package/Helpers/environmentHelper.js.map +1 -1
  117. package/Helpers/textureDome.js.map +1 -1
  118. package/Inputs/scene.inputManager.js +4 -1
  119. package/Inputs/scene.inputManager.js.map +1 -1
  120. package/Layers/effectLayer.js +1 -8
  121. package/Layers/effectLayer.js.map +1 -1
  122. package/Layers/glowLayer.js +1 -12
  123. package/Layers/glowLayer.js.map +1 -1
  124. package/Layers/highlightLayer.js +1 -11
  125. package/Layers/highlightLayer.js.map +1 -1
  126. package/Legacy/legacy.js +1 -1
  127. package/Legacy/legacy.js.map +1 -1
  128. package/LensFlares/lensFlareSystem.js.map +1 -1
  129. package/Lights/Shadows/shadowGenerator.js +1 -4
  130. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  131. package/Lights/directionalLight.js.map +1 -1
  132. package/Lights/hemisphericLight.js.map +1 -1
  133. package/Lights/light.js.map +1 -1
  134. package/Lights/spotLight.js.map +1 -1
  135. package/Loading/loadingScreen.js.map +1 -1
  136. package/Loading/sceneLoader.d.ts +8 -8
  137. package/Loading/sceneLoader.js +35 -19
  138. package/Loading/sceneLoader.js.map +1 -1
  139. package/Materials/Background/backgroundMaterial.js.map +1 -1
  140. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +1 -1
  141. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  142. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -1
  144. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  146. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  147. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  148. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  149. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  150. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  152. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  153. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  154. package/Materials/Node/Blocks/addBlock.js +2 -0
  155. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  156. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  158. package/Materials/Node/Blocks/customBlock.d.ts +1 -0
  159. package/Materials/Node/Blocks/customBlock.js +18 -2
  160. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/divideBlock.js +2 -0
  162. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  164. package/Materials/Node/Blocks/multiplyBlock.js +2 -0
  165. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  166. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/subtractBlock.js +2 -0
  168. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  171. package/Materials/Node/nodeMaterial.d.ts +6 -1
  172. package/Materials/Node/nodeMaterial.js +6 -10
  173. package/Materials/Node/nodeMaterial.js.map +1 -1
  174. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  175. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  176. package/Materials/PBR/pbrBaseMaterial.js +1 -5
  177. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  178. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  179. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  180. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  181. package/Materials/PBR/pbrMaterial.d.ts +2 -1
  182. package/Materials/PBR/pbrMaterial.js +6 -13
  183. package/Materials/PBR/pbrMaterial.js.map +1 -1
  184. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  185. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  186. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  187. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  188. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  189. package/Materials/Textures/baseTexture.js.map +1 -1
  190. package/Materials/Textures/cubeTexture.js.map +1 -1
  191. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  192. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  193. package/Materials/Textures/htmlElementTexture.js +1 -4
  194. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  195. package/Materials/Textures/internalTexture.js.map +1 -1
  196. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  197. package/Materials/Textures/texture.js.map +1 -1
  198. package/Materials/Textures/videoTexture.js +9 -22
  199. package/Materials/Textures/videoTexture.js.map +1 -1
  200. package/Materials/colorCurves.js.map +1 -1
  201. package/Materials/effect.js.map +1 -1
  202. package/Materials/greasedLinePluginMaterial.d.ts +307 -0
  203. package/Materials/greasedLinePluginMaterial.js +553 -0
  204. package/Materials/greasedLinePluginMaterial.js.map +1 -0
  205. package/Materials/imageProcessingConfiguration.js.map +1 -1
  206. package/Materials/index.d.ts +1 -0
  207. package/Materials/index.js +1 -0
  208. package/Materials/index.js.map +1 -1
  209. package/Materials/material.d.ts +3 -0
  210. package/Materials/material.decalMapConfiguration.js.map +1 -1
  211. package/Materials/material.detailMapConfiguration.js.map +1 -1
  212. package/Materials/material.js +40 -5
  213. package/Materials/material.js.map +1 -1
  214. package/Materials/materialPluginBase.d.ts +2 -2
  215. package/Materials/materialPluginBase.js +2 -2
  216. package/Materials/materialPluginBase.js.map +1 -1
  217. package/Materials/materialPluginManager.d.ts +3 -2
  218. package/Materials/materialPluginManager.js +3 -1
  219. package/Materials/materialPluginManager.js.map +1 -1
  220. package/Materials/multiMaterial.js +1 -1
  221. package/Materials/multiMaterial.js.map +1 -1
  222. package/Materials/shaderMaterial.d.ts +23 -4
  223. package/Materials/shaderMaterial.js +41 -21
  224. package/Materials/shaderMaterial.js.map +1 -1
  225. package/Materials/standardMaterial.d.ts +2 -1
  226. package/Materials/standardMaterial.js +4 -1
  227. package/Materials/standardMaterial.js.map +1 -1
  228. package/Materials/uniformBuffer.js.map +1 -1
  229. package/Maths/math.vector.d.ts +2 -1
  230. package/Maths/math.vector.js +3 -2
  231. package/Maths/math.vector.js.map +1 -1
  232. package/Meshes/Builders/decalBuilder.js +4 -4
  233. package/Meshes/Builders/decalBuilder.js.map +1 -1
  234. package/Meshes/Builders/greasedLineBuilder.d.ts +105 -0
  235. package/Meshes/Builders/greasedLineBuilder.js +330 -0
  236. package/Meshes/Builders/greasedLineBuilder.js.map +1 -0
  237. package/Meshes/Builders/index.d.ts +1 -0
  238. package/Meshes/Builders/index.js +1 -0
  239. package/Meshes/Builders/index.js.map +1 -1
  240. package/Meshes/abstractMesh.d.ts +3 -2
  241. package/Meshes/abstractMesh.js +5 -3
  242. package/Meshes/abstractMesh.js.map +1 -1
  243. package/Meshes/greasedLineMesh.d.ts +189 -0
  244. package/Meshes/greasedLineMesh.js +437 -0
  245. package/Meshes/greasedLineMesh.js.map +1 -0
  246. package/Meshes/index.d.ts +1 -0
  247. package/Meshes/index.js +1 -0
  248. package/Meshes/index.js.map +1 -1
  249. package/Meshes/mesh.d.ts +4 -0
  250. package/Meshes/mesh.js +20 -10
  251. package/Meshes/mesh.js.map +1 -1
  252. package/Meshes/mesh.vertexData.js.map +1 -1
  253. package/Meshes/meshUVSpaceRenderer.js +1 -8
  254. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  255. package/Meshes/transformNode.js.map +1 -1
  256. package/Misc/basis.js.map +1 -1
  257. package/Misc/deepCopier.js +8 -2
  258. package/Misc/deepCopier.js.map +1 -1
  259. package/Misc/dumpTools.d.ts +4 -3
  260. package/Misc/dumpTools.js +5 -4
  261. package/Misc/dumpTools.js.map +1 -1
  262. package/Misc/environmentTextureTools.js +1 -1
  263. package/Misc/environmentTextureTools.js.map +1 -1
  264. package/Misc/fileTools.js +10 -10
  265. package/Misc/fileTools.js.map +1 -1
  266. package/Misc/greasedLineTools.d.ts +141 -0
  267. package/Misc/greasedLineTools.js +263 -0
  268. package/Misc/greasedLineTools.js.map +1 -0
  269. package/Misc/index.d.ts +1 -0
  270. package/Misc/index.js +1 -0
  271. package/Misc/index.js.map +1 -1
  272. package/Misc/khronosTextureContainer.js.map +1 -1
  273. package/Misc/observable.d.ts +11 -0
  274. package/Misc/observable.js +26 -1
  275. package/Misc/observable.js.map +1 -1
  276. package/Misc/sceneOptimizer.js.map +1 -1
  277. package/Misc/screenshotTools.d.ts +15 -5
  278. package/Misc/screenshotTools.js +23 -13
  279. package/Misc/screenshotTools.js.map +1 -1
  280. package/Misc/smartArray.js.map +1 -1
  281. package/Misc/tools.d.ts +21 -9
  282. package/Misc/tools.js +21 -9
  283. package/Misc/tools.js.map +1 -1
  284. package/Misc/videoRecorder.js +1 -4
  285. package/Misc/videoRecorder.js.map +1 -1
  286. package/Misc/virtualJoystick.js +1 -4
  287. package/Misc/virtualJoystick.js.map +1 -1
  288. package/Misc/webRequest.js.map +1 -1
  289. package/Morph/morphTarget.js.map +1 -1
  290. package/Morph/morphTargetManager.js.map +1 -1
  291. package/Offline/database.js.map +1 -1
  292. package/Particles/baseParticleSystem.js.map +1 -1
  293. package/Particles/gpuParticleSystem.d.ts +1 -0
  294. package/Particles/gpuParticleSystem.js +5 -8
  295. package/Particles/gpuParticleSystem.js.map +1 -1
  296. package/Particles/particle.js.map +1 -1
  297. package/Particles/particleSystem.js +1 -1
  298. package/Particles/particleSystem.js.map +1 -1
  299. package/Particles/particleSystemSet.js.map +1 -1
  300. package/Physics/physicsHelper.js +4 -4
  301. package/Physics/physicsHelper.js.map +1 -1
  302. package/Physics/physicsRaycastResult.d.ts +3 -1
  303. package/Physics/physicsRaycastResult.js +10 -1
  304. package/Physics/physicsRaycastResult.js.map +1 -1
  305. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  306. package/Physics/v1/physicsImpostor.js.map +1 -1
  307. package/Physics/v2/IPhysicsEnginePlugin.d.ts +10 -0
  308. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  309. package/Physics/v2/Plugins/havokPlugin.d.ts +3 -2
  310. package/Physics/v2/Plugins/havokPlugin.js +9 -6
  311. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  312. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  313. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  314. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  315. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  316. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  317. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  318. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  319. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  320. package/PostProcesses/blurPostProcess.js.map +1 -1
  321. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  322. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  323. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  324. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  325. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  326. package/PostProcesses/filterPostProcess.js.map +1 -1
  327. package/PostProcesses/grainPostProcess.js.map +1 -1
  328. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  329. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  330. package/PostProcesses/postProcess.js.map +1 -1
  331. package/PostProcesses/refractionPostProcess.js.map +1 -1
  332. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  333. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  334. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  335. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  336. package/Probes/reflectionProbe.js.map +1 -1
  337. package/Rendering/boundingBoxRenderer.js +2 -4
  338. package/Rendering/boundingBoxRenderer.js.map +1 -1
  339. package/Rendering/depthPeelingRenderer.js.map +1 -1
  340. package/Rendering/depthRenderer.js.map +1 -1
  341. package/Rendering/geometryBufferRenderer.js.map +1 -1
  342. package/Rendering/outlineRenderer.js.map +1 -1
  343. package/Rendering/prePassRenderer.js.map +1 -1
  344. package/Rendering/renderingGroup.js.map +1 -1
  345. package/Rendering/renderingManager.js.map +1 -1
  346. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  347. package/Rendering/utilityLayerRenderer.js.map +1 -1
  348. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +4 -2
  349. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  350. package/Shaders/ShadersInclude/pbrDebug.js +11 -2
  351. package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
  352. package/Shaders/velocity.fragment.d.ts +5 -0
  353. package/Shaders/velocity.fragment.js +13 -0
  354. package/Shaders/velocity.fragment.js.map +1 -0
  355. package/Shaders/velocity.vertex.d.ts +7 -0
  356. package/Shaders/velocity.vertex.js +23 -0
  357. package/Shaders/velocity.vertex.js.map +1 -0
  358. package/Sprites/spriteManager.js.map +1 -1
  359. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  360. package/XR/features/WebXRBackgroundRemover.js.map +1 -1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { ShaderCodeNode } from \"./shaderCodeNode\";\r\nimport { ShaderCodeCursor } from \"./shaderCodeCursor\";\r\nimport { ShaderCodeConditionNode } from \"./shaderCodeConditionNode\";\r\nimport { ShaderCodeTestNode } from \"./shaderCodeTestNode\";\r\nimport { ShaderDefineIsDefinedOperator } from \"./Expressions/Operators/shaderDefineIsDefinedOperator\";\r\nimport { ShaderDefineOrOperator } from \"./Expressions/Operators/shaderDefineOrOperator\";\r\nimport { ShaderDefineAndOperator } from \"./Expressions/Operators/shaderDefineAndOperator\";\r\nimport { ShaderDefineExpression } from \"./Expressions/shaderDefineExpression\";\r\nimport { ShaderDefineArithmeticOperator } from \"./Expressions/Operators/shaderDefineArithmeticOperator\";\r\nimport type { ProcessingOptions } from \"./shaderProcessingOptions\";\r\nimport { _WarnImport } from \"../../Misc/devTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\ndeclare type WebRequest = import(\"../../Misc/webRequest\").WebRequest;\r\ndeclare type LoadFileError = import(\"../../Misc/fileTools\").LoadFileError;\r\ndeclare type IOfflineProvider = import(\"../../Offline/IOfflineProvider\").IOfflineProvider;\r\ndeclare type IFileRequest = import(\"../../Misc/fileRequest\").IFileRequest;\r\ndeclare type ThinEngine = import(\"../thinEngine\").ThinEngine;\r\n\r\nconst regexSE = /defined\\s*?\\((.+?)\\)/g;\r\nconst regexSERevert = /defined\\s*?\\[(.+?)\\]/g;\r\nconst regexShaderInclude = /#include\\s?<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;\r\n\r\n/** @internal */\r\nexport class ShaderProcessor {\r\n private static _MoveCursorRegex = /(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;\r\n\r\n public static Initialize(options: ProcessingOptions): void {\r\n if (options.processor && options.processor.initializeShaders) {\r\n options.processor.initializeShaders(options.processingContext);\r\n }\r\n }\r\n\r\n public static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: ThinEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ProcessShaderConversion(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n }\r\n\r\n public static PreProcess(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: ThinEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ApplyPreProcessing(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n }\r\n\r\n public static Finalize(vertexCode: string, fragmentCode: string, options: ProcessingOptions): { vertexCode: string; fragmentCode: string } {\r\n if (!options.processor || !options.processor.finalizeShaders) {\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n return options.processor.finalizeShaders(vertexCode, fragmentCode, options.processingContext);\r\n }\r\n\r\n private static _ProcessPrecision(source: string, options: ProcessingOptions): string {\r\n if (options.processor?.noPrecision) {\r\n return source;\r\n }\r\n\r\n const shouldUseHighPrecisionShader = options.shouldUseHighPrecisionShader;\r\n\r\n if (source.indexOf(\"precision highp float\") === -1) {\r\n if (!shouldUseHighPrecisionShader) {\r\n source = \"precision mediump float;\\n\" + source;\r\n } else {\r\n source = \"precision highp float;\\n\" + source;\r\n }\r\n } else {\r\n if (!shouldUseHighPrecisionShader) {\r\n // Moving highp to mediump\r\n source = source.replace(\"precision highp float\", \"precision mediump float\");\r\n }\r\n }\r\n\r\n return source;\r\n }\r\n\r\n private static _ExtractOperation(expression: string) {\r\n const regex = /defined\\((.+)\\)/;\r\n\r\n const match = regex.exec(expression);\r\n\r\n if (match && match.length) {\r\n return new ShaderDefineIsDefinedOperator(match[1].trim(), expression[0] === \"!\");\r\n }\r\n\r\n const operators = [\"==\", \">=\", \"<=\", \"<\", \">\"];\r\n let operator = \"\";\r\n let indexOperator = 0;\r\n\r\n for (operator of operators) {\r\n indexOperator = expression.indexOf(operator);\r\n\r\n if (indexOperator > -1) {\r\n break;\r\n }\r\n }\r\n\r\n if (indexOperator === -1) {\r\n return new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n\r\n const define = expression.substring(0, indexOperator).trim();\r\n const value = expression.substring(indexOperator + operator.length).trim();\r\n\r\n return new ShaderDefineArithmeticOperator(define, operator, value);\r\n }\r\n\r\n private static _BuildSubExpression(expression: string): ShaderDefineExpression {\r\n expression = expression.replace(regexSE, \"defined[$1]\");\r\n\r\n const postfix = ShaderDefineExpression.infixToPostfix(expression);\r\n\r\n const stack: (string | ShaderDefineExpression)[] = [];\r\n\r\n for (const c of postfix) {\r\n if (c !== \"||\" && c !== \"&&\") {\r\n stack.push(c);\r\n } else if (stack.length >= 2) {\r\n let v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n\r\n const operator = c == \"&&\" ? new ShaderDefineAndOperator() : new ShaderDefineOrOperator();\r\n\r\n if (typeof v1 === \"string\") {\r\n v1 = v1.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n if (typeof v2 === \"string\") {\r\n v2 = v2.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n operator.leftOperand = typeof v2 === \"string\" ? this._ExtractOperation(v2) : v2;\r\n operator.rightOperand = typeof v1 === \"string\" ? this._ExtractOperation(v1) : v1;\r\n\r\n stack.push(operator);\r\n }\r\n }\r\n\r\n let result = stack[stack.length - 1];\r\n\r\n if (typeof result === \"string\") {\r\n result = result.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n // note: stack.length !== 1 if there was an error in the parsing\r\n\r\n return typeof result === \"string\" ? this._ExtractOperation(result) : result;\r\n }\r\n\r\n private static _BuildExpression(line: string, start: number): ShaderCodeTestNode {\r\n const node = new ShaderCodeTestNode();\r\n const command = line.substring(0, start);\r\n let expression = line.substring(start);\r\n\r\n expression = expression.substring(0, (expression.indexOf(\"//\") + 1 || expression.length + 1) - 1).trim();\r\n\r\n if (command === \"#ifdef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression);\r\n } else if (command === \"#ifndef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression, true);\r\n } else {\r\n node.testExpression = this._BuildSubExpression(expression);\r\n }\r\n\r\n return node;\r\n }\r\n\r\n private static _MoveCursorWithinIf(cursor: ShaderCodeCursor, rootNode: ShaderCodeConditionNode, ifNode: ShaderCodeNode) {\r\n let line = cursor.currentLine;\r\n while (this._MoveCursor(cursor, ifNode)) {\r\n line = cursor.currentLine;\r\n const first5 = line.substring(0, 5).toLowerCase();\r\n\r\n if (first5 === \"#else\") {\r\n const elseNode = new ShaderCodeNode();\r\n rootNode.children.push(elseNode);\r\n this._MoveCursor(cursor, elseNode);\r\n return;\r\n } else if (first5 === \"#elif\") {\r\n const elifNode = this._BuildExpression(line, 5);\r\n\r\n rootNode.children.push(elifNode);\r\n ifNode = elifNode;\r\n }\r\n }\r\n }\r\n\r\n private static _MoveCursor(cursor: ShaderCodeCursor, rootNode: ShaderCodeNode): boolean {\r\n while (cursor.canRead) {\r\n cursor.lineIndex++;\r\n const line = cursor.currentLine;\r\n\r\n if (line.indexOf(\"#\") >= 0) {\r\n const matches = ShaderProcessor._MoveCursorRegex.exec(line);\r\n\r\n if (matches && matches.length) {\r\n const keyword = matches[0];\r\n\r\n switch (keyword) {\r\n case \"#ifdef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 6);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#else\":\r\n case \"#elif\":\r\n return true;\r\n case \"#endif\":\r\n return false;\r\n case \"#ifndef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 7);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#if\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n const ifNode = this._BuildExpression(line, 3);\r\n rootNode.children.push(newRootNode);\r\n\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n }\r\n continue;\r\n }\r\n }\r\n\r\n const newNode = new ShaderCodeNode();\r\n newNode.line = line;\r\n rootNode.children.push(newNode);\r\n\r\n // Detect additional defines\r\n if (line[0] === \"#\" && line[1] === \"d\") {\r\n const split = line.replace(\";\", \"\").split(\" \");\r\n newNode.additionalDefineKey = split[1];\r\n\r\n if (split.length === 3) {\r\n newNode.additionalDefineValue = split[2];\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n private static _EvaluatePreProcessors(sourceCode: string, preprocessors: { [key: string]: string }, options: ProcessingOptions): string {\r\n const rootNode = new ShaderCodeNode();\r\n const cursor = new ShaderCodeCursor();\r\n\r\n cursor.lineIndex = -1;\r\n cursor.lines = sourceCode.split(\"\\n\");\r\n\r\n // Decompose (We keep it in 2 steps so it is easier to maintain and perf hit is insignificant)\r\n this._MoveCursor(cursor, rootNode);\r\n\r\n // Recompose\r\n return rootNode.process(preprocessors, options);\r\n }\r\n\r\n private static _PreparePreProcessors(options: ProcessingOptions, engine: ThinEngine): { [key: string]: string } {\r\n const defines = options.defines;\r\n const preprocessors: { [key: string]: string } = {};\r\n\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n preprocessors[split[0]] = split.length > 1 ? split[1] : \"\";\r\n }\r\n\r\n if (options.processor?.shaderLanguage === ShaderLanguage.GLSL) {\r\n preprocessors[\"GL_ES\"] = \"true\";\r\n }\r\n preprocessors[\"__VERSION__\"] = options.version;\r\n preprocessors[options.platformName] = \"true\";\r\n\r\n engine._getGlobalDefines(preprocessors);\r\n\r\n return preprocessors;\r\n }\r\n\r\n private static _ProcessShaderConversion(sourceCode: string, options: ProcessingOptions, engine: ThinEngine): string {\r\n let preparedSourceCode = this._ProcessPrecision(sourceCode, options);\r\n\r\n if (!options.processor) {\r\n return preparedSourceCode;\r\n }\r\n\r\n // Already converted\r\n if (options.processor.shaderLanguage === ShaderLanguage.GLSL && preparedSourceCode.indexOf(\"#version 3\") !== -1) {\r\n preparedSourceCode = preparedSourceCode.replace(\"#version 300 es\", \"\");\r\n if (!options.processor.parseGLES3) {\r\n return preparedSourceCode;\r\n }\r\n }\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ApplyPreProcessing(sourceCode: string, options: ProcessingOptions, engine: ThinEngine): string {\r\n let preparedSourceCode = sourceCode;\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor?.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor?.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ProcessIncludes(sourceCode: string, options: ProcessingOptions, callback: (data: any) => void): void {\r\n let match = regexShaderInclude.exec(sourceCode);\r\n\r\n let returnValue = new String(sourceCode);\r\n let keepProcessing = false;\r\n\r\n while (match != null) {\r\n let includeFile = match[1];\r\n\r\n // Uniform declaration\r\n if (includeFile.indexOf(\"__decl__\") !== -1) {\r\n includeFile = includeFile.replace(/__decl__/, \"\");\r\n if (options.supportsUniformBuffers) {\r\n includeFile = includeFile.replace(/Vertex/, \"Ubo\");\r\n includeFile = includeFile.replace(/Fragment/, \"Ubo\");\r\n }\r\n includeFile = includeFile + \"Declaration\";\r\n }\r\n\r\n if (options.includesShadersStore[includeFile]) {\r\n // Substitution\r\n let includeContent = options.includesShadersStore[includeFile];\r\n if (match[2]) {\r\n const splits = match[3].split(\",\");\r\n\r\n for (let index = 0; index < splits.length; index += 2) {\r\n const source = new RegExp(splits[index], \"g\");\r\n const dest = splits[index + 1];\r\n\r\n includeContent = includeContent.replace(source, dest);\r\n }\r\n }\r\n\r\n if (match[4]) {\r\n const indexString = match[5];\r\n\r\n if (indexString.indexOf(\"..\") !== -1) {\r\n const indexSplits = indexString.split(\"..\");\r\n const minIndex = parseInt(indexSplits[0]);\r\n let maxIndex = parseInt(indexSplits[1]);\r\n let sourceIncludeContent = includeContent.slice(0);\r\n includeContent = \"\";\r\n\r\n if (isNaN(maxIndex)) {\r\n maxIndex = options.indexParameters[indexSplits[1]];\r\n }\r\n\r\n for (let i = minIndex; i < maxIndex; i++) {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n sourceIncludeContent = sourceIncludeContent.replace(/light\\{X\\}.(\\w*)/g, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent += sourceIncludeContent.replace(/\\{X\\}/g, i.toString()) + \"\\n\";\r\n }\r\n } else {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n includeContent = includeContent.replace(/light\\{X\\}.(\\w*)/g, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent = includeContent.replace(/\\{X\\}/g, indexString);\r\n }\r\n }\r\n\r\n // Replace\r\n returnValue = returnValue.replace(match[0], includeContent);\r\n\r\n keepProcessing = keepProcessing || includeContent.indexOf(\"#include<\") >= 0 || includeContent.indexOf(\"#include <\") >= 0;\r\n } else {\r\n const includeShaderUrl = options.shadersRepository + \"ShadersInclude/\" + includeFile + \".fx\";\r\n\r\n ShaderProcessor._FileToolsLoadFile(includeShaderUrl, (fileContent) => {\r\n options.includesShadersStore[includeFile] = fileContent as string;\r\n this._ProcessIncludes(<string>returnValue, options, callback);\r\n });\r\n return;\r\n }\r\n\r\n match = regexShaderInclude.exec(sourceCode);\r\n }\r\n\r\n if (keepProcessing) {\r\n this._ProcessIncludes(returnValue.toString(), options, callback);\r\n } else {\r\n callback(returnValue);\r\n }\r\n }\r\n\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @internal\r\n */\r\n public static _FileToolsLoadFile(\r\n url: string,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void,\r\n onProgress?: (ev: ProgressEvent) => void,\r\n offlineProvider?: IOfflineProvider,\r\n useArrayBuffer?: boolean,\r\n onError?: (request?: WebRequest, exception?: LoadFileError) => void\r\n ): IFileRequest {\r\n throw _WarnImport(\"FileTools\");\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { ShaderCodeNode } from \"./shaderCodeNode\";\r\nimport { ShaderCodeCursor } from \"./shaderCodeCursor\";\r\nimport { ShaderCodeConditionNode } from \"./shaderCodeConditionNode\";\r\nimport { ShaderCodeTestNode } from \"./shaderCodeTestNode\";\r\nimport { ShaderDefineIsDefinedOperator } from \"./Expressions/Operators/shaderDefineIsDefinedOperator\";\r\nimport { ShaderDefineOrOperator } from \"./Expressions/Operators/shaderDefineOrOperator\";\r\nimport { ShaderDefineAndOperator } from \"./Expressions/Operators/shaderDefineAndOperator\";\r\nimport { ShaderDefineExpression } from \"./Expressions/shaderDefineExpression\";\r\nimport { ShaderDefineArithmeticOperator } from \"./Expressions/Operators/shaderDefineArithmeticOperator\";\r\nimport type { ProcessingOptions } from \"./shaderProcessingOptions\";\r\nimport { _WarnImport } from \"../../Misc/devTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\ndeclare type WebRequest = import(\"../../Misc/webRequest\").WebRequest;\r\ndeclare type LoadFileError = import(\"../../Misc/fileTools\").LoadFileError;\r\ndeclare type IOfflineProvider = import(\"../../Offline/IOfflineProvider\").IOfflineProvider;\r\ndeclare type IFileRequest = import(\"../../Misc/fileRequest\").IFileRequest;\r\ndeclare type ThinEngine = import(\"../thinEngine\").ThinEngine;\r\n\r\nconst regexSE = /defined\\s*?\\((.+?)\\)/g;\r\nconst regexSERevert = /defined\\s*?\\[(.+?)\\]/g;\r\nconst regexShaderInclude = /#include\\s?<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;\r\nconst regexShaderDecl = /__decl__/;\r\nconst regexLightX = /light\\{X\\}.(\\w*)/g;\r\nconst regexX = /\\{X\\}/g;\r\nconst reusableMatches: RegExpMatchArray[] = [];\r\n\r\n/** @internal */\r\nexport class ShaderProcessor {\r\n private static _MoveCursorRegex = /(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;\r\n\r\n public static Initialize(options: ProcessingOptions): void {\r\n if (options.processor && options.processor.initializeShaders) {\r\n options.processor.initializeShaders(options.processingContext);\r\n }\r\n }\r\n\r\n public static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: ThinEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ProcessShaderConversion(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n }\r\n\r\n public static PreProcess(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: ThinEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ApplyPreProcessing(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n }\r\n\r\n public static Finalize(vertexCode: string, fragmentCode: string, options: ProcessingOptions): { vertexCode: string; fragmentCode: string } {\r\n if (!options.processor || !options.processor.finalizeShaders) {\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n return options.processor.finalizeShaders(vertexCode, fragmentCode, options.processingContext);\r\n }\r\n\r\n private static _ProcessPrecision(source: string, options: ProcessingOptions): string {\r\n if (options.processor?.noPrecision) {\r\n return source;\r\n }\r\n\r\n const shouldUseHighPrecisionShader = options.shouldUseHighPrecisionShader;\r\n\r\n if (source.indexOf(\"precision highp float\") === -1) {\r\n if (!shouldUseHighPrecisionShader) {\r\n source = \"precision mediump float;\\n\" + source;\r\n } else {\r\n source = \"precision highp float;\\n\" + source;\r\n }\r\n } else {\r\n if (!shouldUseHighPrecisionShader) {\r\n // Moving highp to mediump\r\n source = source.replace(\"precision highp float\", \"precision mediump float\");\r\n }\r\n }\r\n\r\n return source;\r\n }\r\n\r\n private static _ExtractOperation(expression: string) {\r\n const regex = /defined\\((.+)\\)/;\r\n\r\n const match = regex.exec(expression);\r\n\r\n if (match && match.length) {\r\n return new ShaderDefineIsDefinedOperator(match[1].trim(), expression[0] === \"!\");\r\n }\r\n\r\n const operators = [\"==\", \"!=\", \">=\", \"<=\", \"<\", \">\"];\r\n let operator = \"\";\r\n let indexOperator = 0;\r\n\r\n for (operator of operators) {\r\n indexOperator = expression.indexOf(operator);\r\n\r\n if (indexOperator > -1) {\r\n break;\r\n }\r\n }\r\n\r\n if (indexOperator === -1) {\r\n return new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n\r\n const define = expression.substring(0, indexOperator).trim();\r\n const value = expression.substring(indexOperator + operator.length).trim();\r\n\r\n return new ShaderDefineArithmeticOperator(define, operator, value);\r\n }\r\n\r\n private static _BuildSubExpression(expression: string): ShaderDefineExpression {\r\n expression = expression.replace(regexSE, \"defined[$1]\");\r\n\r\n const postfix = ShaderDefineExpression.infixToPostfix(expression);\r\n\r\n const stack: (string | ShaderDefineExpression)[] = [];\r\n\r\n for (const c of postfix) {\r\n if (c !== \"||\" && c !== \"&&\") {\r\n stack.push(c);\r\n } else if (stack.length >= 2) {\r\n let v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n\r\n const operator = c == \"&&\" ? new ShaderDefineAndOperator() : new ShaderDefineOrOperator();\r\n\r\n if (typeof v1 === \"string\") {\r\n v1 = v1.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n if (typeof v2 === \"string\") {\r\n v2 = v2.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n operator.leftOperand = typeof v2 === \"string\" ? this._ExtractOperation(v2) : v2;\r\n operator.rightOperand = typeof v1 === \"string\" ? this._ExtractOperation(v1) : v1;\r\n\r\n stack.push(operator);\r\n }\r\n }\r\n\r\n let result = stack[stack.length - 1];\r\n\r\n if (typeof result === \"string\") {\r\n result = result.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n // note: stack.length !== 1 if there was an error in the parsing\r\n\r\n return typeof result === \"string\" ? this._ExtractOperation(result) : result;\r\n }\r\n\r\n private static _BuildExpression(line: string, start: number): ShaderCodeTestNode {\r\n const node = new ShaderCodeTestNode();\r\n const command = line.substring(0, start);\r\n let expression = line.substring(start);\r\n\r\n expression = expression.substring(0, (expression.indexOf(\"//\") + 1 || expression.length + 1) - 1).trim();\r\n\r\n if (command === \"#ifdef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression);\r\n } else if (command === \"#ifndef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression, true);\r\n } else {\r\n node.testExpression = this._BuildSubExpression(expression);\r\n }\r\n\r\n return node;\r\n }\r\n\r\n private static _MoveCursorWithinIf(cursor: ShaderCodeCursor, rootNode: ShaderCodeConditionNode, ifNode: ShaderCodeNode) {\r\n let line = cursor.currentLine;\r\n while (this._MoveCursor(cursor, ifNode)) {\r\n line = cursor.currentLine;\r\n const first5 = line.substring(0, 5).toLowerCase();\r\n\r\n if (first5 === \"#else\") {\r\n const elseNode = new ShaderCodeNode();\r\n rootNode.children.push(elseNode);\r\n this._MoveCursor(cursor, elseNode);\r\n return;\r\n } else if (first5 === \"#elif\") {\r\n const elifNode = this._BuildExpression(line, 5);\r\n\r\n rootNode.children.push(elifNode);\r\n ifNode = elifNode;\r\n }\r\n }\r\n }\r\n\r\n private static _MoveCursor(cursor: ShaderCodeCursor, rootNode: ShaderCodeNode): boolean {\r\n while (cursor.canRead) {\r\n cursor.lineIndex++;\r\n const line = cursor.currentLine;\r\n\r\n if (line.indexOf(\"#\") >= 0) {\r\n const matches = ShaderProcessor._MoveCursorRegex.exec(line);\r\n\r\n if (matches && matches.length) {\r\n const keyword = matches[0];\r\n\r\n switch (keyword) {\r\n case \"#ifdef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 6);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#else\":\r\n case \"#elif\":\r\n return true;\r\n case \"#endif\":\r\n return false;\r\n case \"#ifndef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 7);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#if\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n const ifNode = this._BuildExpression(line, 3);\r\n rootNode.children.push(newRootNode);\r\n\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n }\r\n continue;\r\n }\r\n }\r\n\r\n const newNode = new ShaderCodeNode();\r\n newNode.line = line;\r\n rootNode.children.push(newNode);\r\n\r\n // Detect additional defines\r\n if (line[0] === \"#\" && line[1] === \"d\") {\r\n const split = line.replace(\";\", \"\").split(\" \");\r\n newNode.additionalDefineKey = split[1];\r\n\r\n if (split.length === 3) {\r\n newNode.additionalDefineValue = split[2];\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n private static _EvaluatePreProcessors(sourceCode: string, preprocessors: { [key: string]: string }, options: ProcessingOptions): string {\r\n const rootNode = new ShaderCodeNode();\r\n const cursor = new ShaderCodeCursor();\r\n\r\n cursor.lineIndex = -1;\r\n cursor.lines = sourceCode.split(\"\\n\");\r\n\r\n // Decompose (We keep it in 2 steps so it is easier to maintain and perf hit is insignificant)\r\n this._MoveCursor(cursor, rootNode);\r\n\r\n // Recompose\r\n return rootNode.process(preprocessors, options);\r\n }\r\n\r\n private static _PreparePreProcessors(options: ProcessingOptions, engine: ThinEngine): { [key: string]: string } {\r\n const defines = options.defines;\r\n const preprocessors: { [key: string]: string } = {};\r\n\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n preprocessors[split[0]] = split.length > 1 ? split[1] : \"\";\r\n }\r\n\r\n if (options.processor?.shaderLanguage === ShaderLanguage.GLSL) {\r\n preprocessors[\"GL_ES\"] = \"true\";\r\n }\r\n preprocessors[\"__VERSION__\"] = options.version;\r\n preprocessors[options.platformName] = \"true\";\r\n\r\n engine._getGlobalDefines(preprocessors);\r\n\r\n return preprocessors;\r\n }\r\n\r\n private static _ProcessShaderConversion(sourceCode: string, options: ProcessingOptions, engine: ThinEngine): string {\r\n let preparedSourceCode = this._ProcessPrecision(sourceCode, options);\r\n\r\n if (!options.processor) {\r\n return preparedSourceCode;\r\n }\r\n\r\n // Already converted\r\n if (options.processor.shaderLanguage === ShaderLanguage.GLSL && preparedSourceCode.indexOf(\"#version 3\") !== -1) {\r\n preparedSourceCode = preparedSourceCode.replace(\"#version 300 es\", \"\");\r\n if (!options.processor.parseGLES3) {\r\n return preparedSourceCode;\r\n }\r\n }\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ApplyPreProcessing(sourceCode: string, options: ProcessingOptions, engine: ThinEngine): string {\r\n let preparedSourceCode = sourceCode;\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor?.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor?.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ProcessIncludes(sourceCode: string, options: ProcessingOptions, callback: (data: any) => void): void {\r\n reusableMatches.length = 0;\r\n let match: RegExpMatchArray | null;\r\n // stay back-compat to the old matchAll syntax\r\n while ((match = regexShaderInclude.exec(sourceCode)) !== null) {\r\n reusableMatches.push(match);\r\n }\r\n\r\n let returnValue = String(sourceCode);\r\n let parts = [sourceCode];\r\n\r\n let keepProcessing = false;\r\n\r\n for (const match of reusableMatches) {\r\n let includeFile = match[1];\r\n\r\n // Uniform declaration\r\n if (includeFile.indexOf(\"__decl__\") !== -1) {\r\n includeFile = includeFile.replace(regexShaderDecl, \"\");\r\n if (options.supportsUniformBuffers) {\r\n includeFile = includeFile.replace(\"Vertex\", \"Ubo\").replace(\"Fragment\", \"Ubo\");\r\n }\r\n includeFile = includeFile + \"Declaration\";\r\n }\r\n\r\n if (options.includesShadersStore[includeFile]) {\r\n // Substitution\r\n let includeContent = options.includesShadersStore[includeFile];\r\n if (match[2]) {\r\n const splits = match[3].split(\",\");\r\n\r\n for (let index = 0; index < splits.length; index += 2) {\r\n const source = new RegExp(splits[index], \"g\");\r\n const dest = splits[index + 1];\r\n\r\n includeContent = includeContent.replace(source, dest);\r\n }\r\n }\r\n\r\n if (match[4]) {\r\n const indexString = match[5];\r\n\r\n if (indexString.indexOf(\"..\") !== -1) {\r\n const indexSplits = indexString.split(\"..\");\r\n const minIndex = parseInt(indexSplits[0]);\r\n let maxIndex = parseInt(indexSplits[1]);\r\n let sourceIncludeContent = includeContent.slice(0);\r\n includeContent = \"\";\r\n\r\n if (isNaN(maxIndex)) {\r\n maxIndex = options.indexParameters[indexSplits[1]];\r\n }\r\n\r\n for (let i = minIndex; i < maxIndex; i++) {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n sourceIncludeContent = sourceIncludeContent.replace(regexLightX, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent += sourceIncludeContent.replace(regexX, i.toString()) + \"\\n\";\r\n }\r\n } else {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n includeContent = includeContent.replace(regexLightX, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent = includeContent.replace(regexX, indexString);\r\n }\r\n }\r\n\r\n // Replace\r\n // Split all parts on match[0] and intersperse the parts with the include content\r\n const newParts = [];\r\n for (const part of parts) {\r\n const splitPart = part.split(match[0]);\r\n for (let i = 0; i < splitPart.length - 1; i++) {\r\n newParts.push(splitPart[i]);\r\n newParts.push(includeContent);\r\n }\r\n newParts.push(splitPart[splitPart.length - 1]);\r\n }\r\n parts = newParts;\r\n\r\n keepProcessing = keepProcessing || includeContent.indexOf(\"#include<\") >= 0 || includeContent.indexOf(\"#include <\") >= 0;\r\n } else {\r\n const includeShaderUrl = options.shadersRepository + \"ShadersInclude/\" + includeFile + \".fx\";\r\n\r\n ShaderProcessor._FileToolsLoadFile(includeShaderUrl, (fileContent) => {\r\n options.includesShadersStore[includeFile] = fileContent as string;\r\n this._ProcessIncludes(parts.join(\"\"), options, callback);\r\n });\r\n return;\r\n }\r\n }\r\n reusableMatches.length = 0;\r\n\r\n returnValue = parts.join(\"\");\r\n\r\n if (keepProcessing) {\r\n this._ProcessIncludes(returnValue.toString(), options, callback);\r\n } else {\r\n callback(returnValue);\r\n }\r\n }\r\n\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @internal\r\n */\r\n public static _FileToolsLoadFile(\r\n url: string,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void,\r\n onProgress?: (ev: ProgressEvent) => void,\r\n offlineProvider?: IOfflineProvider,\r\n useArrayBuffer?: boolean,\r\n onError?: (request?: WebRequest, exception?: LoadFileError) => void\r\n ): IFileRequest {\r\n throw _WarnImport(\"FileTools\");\r\n }\r\n}\r\n"]}
@@ -6,11 +6,30 @@ import type { ThinEngine } from "../thinEngine";
6
6
  /** @internal */
7
7
  export declare class WebGLRenderTargetWrapper extends RenderTargetWrapper {
8
8
  private _context;
9
+ /**
10
+ * @internal
11
+ */
9
12
  _framebuffer: Nullable<WebGLFramebuffer>;
13
+ /**
14
+ * @internal
15
+ */
10
16
  _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
17
+ /**
18
+ * @internal
19
+ */
11
20
  _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
21
+ /**
22
+ * @internal
23
+ */
12
24
  _colorTextureArray: Nullable<WebGLTexture>;
25
+ /**
26
+ * @internal
27
+ */
13
28
  _depthStencilTextureArray: Nullable<WebGLTexture>;
29
+ /**
30
+ * @internal
31
+ */
32
+ _disposeOnlyFramebuffers: boolean;
14
33
  constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext);
15
34
  protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper>;
16
35
  protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void;
@@ -3,13 +3,32 @@ import { RenderTargetWrapper } from "../renderTargetWrapper.js";
3
3
  export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
4
4
  constructor(isMulti, isCube, size, engine, context) {
5
5
  super(isMulti, isCube, size, engine);
6
+ /**
7
+ * @internal
8
+ */
6
9
  this._framebuffer = null;
10
+ /**
11
+ * @internal
12
+ */
7
13
  this._depthStencilBuffer = null;
8
14
  // eslint-disable-next-line @typescript-eslint/naming-convention
15
+ /**
16
+ * @internal
17
+ */
9
18
  this._MSAAFramebuffer = null;
10
19
  // Multiview
20
+ /**
21
+ * @internal
22
+ */
11
23
  this._colorTextureArray = null;
24
+ /**
25
+ * @internal
26
+ */
12
27
  this._depthStencilTextureArray = null;
28
+ /**
29
+ * @internal
30
+ */
31
+ this._disposeOnlyFramebuffers = false;
13
32
  this._context = context;
14
33
  }
15
34
  _cloneRenderTargetWrapper() {
@@ -150,7 +169,7 @@ export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
150
169
  this._bindTextureRenderTarget(this.textures[index], index, this.faceIndices[index]);
151
170
  }
152
171
  }
153
- dispose(disposeOnlyFramebuffers = false) {
172
+ dispose(disposeOnlyFramebuffers = this._disposeOnlyFramebuffers) {
154
173
  const gl = this._context;
155
174
  if (!disposeOnlyFramebuffers) {
156
175
  if (this._colorTextureArray) {
@@ -1 +1 @@
1
- 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type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Engine } from \"../engine\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLRenderTargetWrapper extends RenderTargetWrapper {\r\n private _context: WebGLRenderingContext;\r\n\r\n public _framebuffer: Nullable<WebGLFramebuffer> = null;\r\n public _depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public _MSAAFramebuffer: Nullable<WebGLFramebuffer> = null;\r\n\r\n // Multiview\r\n public _colorTextureArray: Nullable<WebGLTexture> = null;\r\n public _depthStencilTextureArray: Nullable<WebGLTexture> = null;\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext) {\r\n super(isMulti, isCube, size, engine);\r\n\r\n this._context = context;\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._colorTextureArray && this._depthStencilTextureArray) {\r\n rtw = (this._engine as Engine).createMultiviewRenderTargetTexture(this.width, this.height);\r\n rtw.texture!.isReady = true;\r\n } else {\r\n rtw = super._cloneRenderTargetWrapper();\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void {\r\n super._swapRenderTargetWrapper(target);\r\n\r\n target._framebuffer = this._framebuffer;\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n target._MSAAFramebuffer = this._MSAAFramebuffer;\r\n target._colorTextureArray = this._colorTextureArray;\r\n target._depthStencilTextureArray = this._depthStencilTextureArray;\r\n\r\n this._framebuffer = this._depthStencilBuffer = this._MSAAFramebuffer = this._colorTextureArray = this._depthStencilTextureArray = null;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @internal\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: WebGLRenderTargetWrapper): void {\r\n super._shareDepth(renderTarget);\r\n\r\n const gl = this._context;\r\n const depthbuffer = this._depthStencilBuffer;\r\n const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;\r\n\r\n if (renderTarget._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);\r\n }\r\n renderTarget._depthStencilBuffer = this._depthStencilBuffer;\r\n\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthbuffer);\r\n this._engine._bindUnboundFramebuffer(null);\r\n }\r\n\r\n /**\r\n * Binds a texture to this render target on a specific attachment\r\n * @param texture The texture to bind to the framebuffer\r\n * @param attachmentIndex Index of the attachment\r\n * @param faceIndexOrLayer The face or layer of the texture to render to in case of cube texture or array texture\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n */\r\n private _bindTextureRenderTarget(texture: InternalTexture, attachmentIndex: number = 0, faceIndexOrLayer?: number, lodLevel: number = 0) {\r\n if (!texture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n const framebuffer = this._framebuffer;\r\n\r\n const currentFB = this._engine._currentFramebuffer;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n\r\n if (this._engine.webGLVersion > 1) {\r\n const gl = this._context as WebGL2RenderingContext;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex];\r\n if (texture.is2DArray || texture.is3D) {\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.layerIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, texture._hardwareTexture.underlyingResource, lodLevel, faceIndexOrLayer);\r\n } else if (texture.isCube) {\r\n // if face index is not specified, try to query it from faceIndices\r\n // default is face 0\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.faceIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer, texture._hardwareTexture.underlyingResource, lodLevel);\r\n } else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n } else {\r\n // Default behavior (WebGL)\r\n const gl = this._context;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex + \"_WEBGL\"];\r\n const target = faceIndexOrLayer !== undefined ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer : gl.TEXTURE_2D;\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n\r\n this._engine._bindUnboundFramebuffer(currentFB);\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true) {\r\n super.setTexture(texture, index, disposePrevious);\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n\r\n /**\r\n * Sets the layer and face indices of every render target texture\r\n * @param layers The layer of the texture to be set (make negative to not modify)\r\n * @param faces The face of the texture to be set (make negative to not modify)\r\n */\r\n public setLayerAndFaceIndices(layers: number[], faces: number[]) {\r\n super.setLayerAndFaceIndices(layers, faces);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n // the length of this._attachments is the right one as it does not count the depth texture, in case we generated it\r\n const textureCount = this._attachments?.length ?? this.textures.length;\r\n for (let index = 0; index < textureCount; index++) {\r\n const texture = this.textures[index];\r\n if (!texture) {\r\n // The target type was probably -1 at creation time and setTexture has not been called yet for this index\r\n continue;\r\n }\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(texture, index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(texture, index, this.faceIndices[index]);\r\n } else {\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the face and layer indices of a texture in the textures array\r\n * @param index The index of the texture in the textures array to modify\r\n * @param layer The layer of the texture to be set\r\n * @param face The face of the texture to be set\r\n */\r\n public setLayerAndFaceIndex(index: number = 0, layer?: number, face?: number): void {\r\n super.setLayerAndFaceIndex(index, layer, face);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n const texture = this.textures[index];\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.faceIndices[index]);\r\n }\r\n }\r\n\r\n public dispose(disposeOnlyFramebuffers = false): void {\r\n const gl = this._context;\r\n\r\n if (!disposeOnlyFramebuffers) {\r\n if (this._colorTextureArray) {\r\n this._context.deleteTexture(this._colorTextureArray);\r\n this._colorTextureArray = null;\r\n }\r\n if (this._depthStencilTextureArray) {\r\n this._context.deleteTexture(this._depthStencilTextureArray);\r\n this._depthStencilTextureArray = null;\r\n }\r\n }\r\n\r\n if (this._framebuffer) {\r\n gl.deleteFramebuffer(this._framebuffer);\r\n this._framebuffer = null;\r\n }\r\n\r\n if (this._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n if (this._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(this._MSAAFramebuffer);\r\n this._MSAAFramebuffer = null;\r\n }\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}
1
+ 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type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Engine } from \"../engine\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLRenderTargetWrapper extends RenderTargetWrapper {\r\n private _context: WebGLRenderingContext;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _framebuffer: Nullable<WebGLFramebuffer> = null;\r\n /**\r\n * @internal\r\n */\r\n public _depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n /**\r\n * @internal\r\n */\r\n public _MSAAFramebuffer: Nullable<WebGLFramebuffer> = null;\r\n\r\n // Multiview\r\n /**\r\n * @internal\r\n */\r\n public _colorTextureArray: Nullable<WebGLTexture> = null;\r\n /**\r\n * @internal\r\n */\r\n public _depthStencilTextureArray: Nullable<WebGLTexture> = null;\r\n /**\r\n * @internal\r\n */\r\n public _disposeOnlyFramebuffers = false;\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext) {\r\n super(isMulti, isCube, size, engine);\r\n\r\n this._context = context;\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._colorTextureArray && this._depthStencilTextureArray) {\r\n rtw = (this._engine as Engine).createMultiviewRenderTargetTexture(this.width, this.height);\r\n rtw.texture!.isReady = true;\r\n } else {\r\n rtw = super._cloneRenderTargetWrapper();\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void {\r\n super._swapRenderTargetWrapper(target);\r\n\r\n target._framebuffer = this._framebuffer;\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n target._MSAAFramebuffer = this._MSAAFramebuffer;\r\n target._colorTextureArray = this._colorTextureArray;\r\n target._depthStencilTextureArray = this._depthStencilTextureArray;\r\n\r\n this._framebuffer = this._depthStencilBuffer = this._MSAAFramebuffer = this._colorTextureArray = this._depthStencilTextureArray = null;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @internal\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: WebGLRenderTargetWrapper): void {\r\n super._shareDepth(renderTarget);\r\n\r\n const gl = this._context;\r\n const depthbuffer = this._depthStencilBuffer;\r\n const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;\r\n\r\n if (renderTarget._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);\r\n }\r\n renderTarget._depthStencilBuffer = this._depthStencilBuffer;\r\n\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthbuffer);\r\n this._engine._bindUnboundFramebuffer(null);\r\n }\r\n\r\n /**\r\n * Binds a texture to this render target on a specific attachment\r\n * @param texture The texture to bind to the framebuffer\r\n * @param attachmentIndex Index of the attachment\r\n * @param faceIndexOrLayer The face or layer of the texture to render to in case of cube texture or array texture\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n */\r\n private _bindTextureRenderTarget(texture: InternalTexture, attachmentIndex: number = 0, faceIndexOrLayer?: number, lodLevel: number = 0) {\r\n if (!texture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n const framebuffer = this._framebuffer;\r\n\r\n const currentFB = this._engine._currentFramebuffer;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n\r\n if (this._engine.webGLVersion > 1) {\r\n const gl = this._context as WebGL2RenderingContext;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex];\r\n if (texture.is2DArray || texture.is3D) {\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.layerIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, texture._hardwareTexture.underlyingResource, lodLevel, faceIndexOrLayer);\r\n } else if (texture.isCube) {\r\n // if face index is not specified, try to query it from faceIndices\r\n // default is face 0\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.faceIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer, texture._hardwareTexture.underlyingResource, lodLevel);\r\n } else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n } else {\r\n // Default behavior (WebGL)\r\n const gl = this._context;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex + \"_WEBGL\"];\r\n const target = faceIndexOrLayer !== undefined ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer : gl.TEXTURE_2D;\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n\r\n this._engine._bindUnboundFramebuffer(currentFB);\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true) {\r\n super.setTexture(texture, index, disposePrevious);\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n\r\n /**\r\n * Sets the layer and face indices of every render target texture\r\n * @param layers The layer of the texture to be set (make negative to not modify)\r\n * @param faces The face of the texture to be set (make negative to not modify)\r\n */\r\n public setLayerAndFaceIndices(layers: number[], faces: number[]) {\r\n super.setLayerAndFaceIndices(layers, faces);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n // the length of this._attachments is the right one as it does not count the depth texture, in case we generated it\r\n const textureCount = this._attachments?.length ?? this.textures.length;\r\n for (let index = 0; index < textureCount; index++) {\r\n const texture = this.textures[index];\r\n if (!texture) {\r\n // The target type was probably -1 at creation time and setTexture has not been called yet for this index\r\n continue;\r\n }\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(texture, index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(texture, index, this.faceIndices[index]);\r\n } else {\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the face and layer indices of a texture in the textures array\r\n * @param index The index of the texture in the textures array to modify\r\n * @param layer The layer of the texture to be set\r\n * @param face The face of the texture to be set\r\n */\r\n public setLayerAndFaceIndex(index: number = 0, layer?: number, face?: number): void {\r\n super.setLayerAndFaceIndex(index, layer, face);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n const texture = this.textures[index];\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.faceIndices[index]);\r\n }\r\n }\r\n\r\n public dispose(disposeOnlyFramebuffers = this._disposeOnlyFramebuffers): void {\r\n const gl = this._context;\r\n\r\n if (!disposeOnlyFramebuffers) {\r\n if (this._colorTextureArray) {\r\n this._context.deleteTexture(this._colorTextureArray);\r\n this._colorTextureArray = null;\r\n }\r\n if (this._depthStencilTextureArray) {\r\n this._context.deleteTexture(this._depthStencilTextureArray);\r\n this._depthStencilTextureArray = null;\r\n }\r\n }\r\n\r\n if (this._framebuffer) {\r\n gl.deleteFramebuffer(this._framebuffer);\r\n this._framebuffer = null;\r\n }\r\n\r\n if (this._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n if (this._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(this._MSAAFramebuffer);\r\n this._MSAAFramebuffer = null;\r\n }\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}
@@ -4,13 +4,7 @@ import { WebGPUEngine } from "../../webgpuEngine.js";
4
4
  WebGPUEngine.prototype._createDepthStencilCubeTexture = function (size, options) {
5
5
  const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);
6
6
  internalTexture.isCube = true;
7
- const internalOptions = {
8
- bilinearFiltering: false,
9
- comparisonFunction: 0,
10
- generateStencil: false,
11
- samples: 1,
12
- ...options,
13
- };
7
+ const internalOptions = Object.assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false, samples: 1 }, options);
14
8
  // TODO WEBGPU allow to choose the format?
15
9
  internalTexture.format = internalOptions.generateStencil ? 13 : 14;
16
10
  this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);
@@ -1 +1 @@
1
- {"version":3,"file":"engine.cubeTexture.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.cubeTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,6CAA6C,CAAC;AAErG,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAE5C,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAIlD,YAAY,CAAC,SAAS,CAAC,8BAA8B,GAAG,UAAU,IAAY,EAAE,OAAoC;IAChH,MAAM,eAAe,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,qBAAqB,CAAC,YAAY,CAAC,CAAC;IAEtF,eAAe,CAAC,MAAM,GAAG,IAAI,CAAC;IAE9B,MAAM,eAAe,GAAG;QACpB,iBAAiB,EAAE,KAAK;QACxB,kBAAkB,EAAE,CAAC;QACrB,eAAe,EAAE,KAAK;QACtB,OAAO,EAAE,CAAC;QACV,GAAG,OAAO;KACb,CAAC;IAEF,0CAA0C;IAC1C,eAAe,CAAC,MAAM,GAAG,eAAe,CAAC,eAAe,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,2BAA2B,CAAC;IAE5I,IAAI,CAAC,yBAAyB,CAC1B,eAAe,EACf,IAAI,EACJ,eAAe,CAAC,eAAe,EAC/B,eAAe,CAAC,iBAAiB,EACjC,eAAe,CAAC,kBAAkB,EAClC,eAAe,CAAC,OAAO,CAC1B,CAAC;IAEF,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,eAAe,CAAC,CAAC;IAExE,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAElD,OAAO,eAAe,CAAC;AAC3B,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,iBAAiB,GAAG,UACvC,OAAe,EACf,KAAsB,EACtB,KAAyB,EACzB,QAAkB,EAClB,SAAyC,IAAI,EAC7C,UAAiE,IAAI,EACrE,MAAe,EACf,kBAAuB,IAAI,EAC3B,oBAA6B,KAAK,EAClC,WAAmB,CAAC,EACpB,YAAoB,CAAC,EACrB,WAAsC,IAAI,EAC1C,aAAa,GAAG,KAAK;IAErB,OAAO,IAAI,CAAC,qBAAqB,CAC7B,OAAO,EACP,KAAK,EACL,KAAK,EACL,CAAC,CAAC,QAAQ,EACV,MAAM,EACN,OAAO,EACP,MAAM,EACN,eAAe,EACf,iBAAiB,EACjB,QAAQ,EACR,SAAS,EACT,QAAQ,EACR,IAAI,EACJ,CAAC,OAAwB,EAAE,IAAwC,EAAE,EAAE;QACnE,MAAM,YAAY,GAAG,IAAqB,CAAC,CAAC,oDAAoD;QAChG,MAAM,KAAK,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;QACpC,MAAM,MAAM,GAAG,KAAK,CAAC;QAErB,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,CAAC,QAAQ,CAAC,CAAC;QAClD,OAAO,CAAC,MAAM,GAAG,MAAM,aAAN,MAAM,cAAN,MAAM,GAAI,CAAC,CAAC,CAAC;QAE9B,MAAM,iBAAiB,GAAG,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;QAEzG,IAAI,CAAC,cAAc,CAAC,kBAAkB,CAAC,YAAY,EAAE,iBAAiB,CAAC,kBAAmB,EAAE,KAAK,EAAE,MAAM,EAAE,iBAAiB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEzJ,IAAI,CAAC,QAAQ,EAAE;YACX,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;SACvD;QAED,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;QAEvB,OAAO,CAAC,kBAAkB,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;QACpD,OAAO,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;QAEnC,IAAI,MAAM,EAAE;YACR,MAAM,EAAE,CAAC;SACZ;IACL,CAAC,EACD,CAAC,CAAC,aAAa,CAClB,CAAC;AACN,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,wBAAwB,GAAG,UAAU,OAAwB,EAAE,UAAmB,EAAE,QAAiB;IACxH,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,6BAA6B,CAAC;IACvH,OAAO,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;IAC3D,OAAO,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;IAC3D,IAAI,QAAQ,EAAE;QACV,OAAO,CAAC,YAAY,GAAG,QAAQ,CAAC;KACnC;AACL,CAAC,CAAC","sourcesContent":["import { InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { DepthTextureCreationOptions } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\n\r\ndeclare type Scene = import(\"../../../scene\").Scene;\r\n\r\nWebGPUEngine.prototype._createDepthStencilCubeTexture = function (size: number, options: DepthTextureCreationOptions): InternalTexture {\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n\r\n internalTexture.isCube = true;\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n ...options,\r\n };\r\n\r\n // TODO WEBGPU allow to choose the format?\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype.createCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n return this.createCubeTextureBase(\r\n rootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n fallback,\r\n null,\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n const imageBitmaps = imgs as ImageBitmap[]; // we will always get an ImageBitmap array in WebGPU\r\n const width = imageBitmaps[0].width;\r\n const height = width;\r\n\r\n this._setCubeMapTextureParams(texture, !noMipmap);\r\n texture.format = format ?? -1;\r\n\r\n const gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);\r\n\r\n this._textureHelper.updateCubeTextures(imageBitmaps, gpuTextureWrapper.underlyingResource!, width, height, gpuTextureWrapper.format, false, false, 0, 0);\r\n\r\n if (!noMipmap) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n !!useSRGBBuffer\r\n );\r\n};\r\n\r\nWebGPUEngine.prototype._setCubeMapTextureParams = function (texture: InternalTexture, loadMipmap: boolean, maxLevel?: number) {\r\n texture.samplingMode = loadMipmap ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (maxLevel) {\r\n texture._maxLodLevel = maxLevel;\r\n }\r\n};\r\n"]}
1
+ {"version":3,"file":"engine.cubeTexture.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.cubeTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,6CAA6C,CAAC;AAErG,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAE5C,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAIlD,YAAY,CAAC,SAAS,CAAC,8BAA8B,GAAG,UAAU,IAAY,EAAE,OAAoC;IAChH,MAAM,eAAe,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,qBAAqB,CAAC,YAAY,CAAC,CAAC;IAEtF,eAAe,CAAC,MAAM,GAAG,IAAI,CAAC;IAE9B,MAAM,eAAe,mBACjB,iBAAiB,EAAE,KAAK,EACxB,kBAAkB,EAAE,CAAC,EACrB,eAAe,EAAE,KAAK,EACtB,OAAO,EAAE,CAAC,IACP,OAAO,CACb,CAAC;IAEF,0CAA0C;IAC1C,eAAe,CAAC,MAAM,GAAG,eAAe,CAAC,eAAe,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,2BAA2B,CAAC;IAE5I,IAAI,CAAC,yBAAyB,CAC1B,eAAe,EACf,IAAI,EACJ,eAAe,CAAC,eAAe,EAC/B,eAAe,CAAC,iBAAiB,EACjC,eAAe,CAAC,kBAAkB,EAClC,eAAe,CAAC,OAAO,CAC1B,CAAC;IAEF,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,eAAe,CAAC,CAAC;IAExE,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAElD,OAAO,eAAe,CAAC;AAC3B,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,iBAAiB,GAAG,UACvC,OAAe,EACf,KAAsB,EACtB,KAAyB,EACzB,QAAkB,EAClB,SAAyC,IAAI,EAC7C,UAAiE,IAAI,EACrE,MAAe,EACf,kBAAuB,IAAI,EAC3B,oBAA6B,KAAK,EAClC,WAAmB,CAAC,EACpB,YAAoB,CAAC,EACrB,WAAsC,IAAI,EAC1C,aAAa,GAAG,KAAK;IAErB,OAAO,IAAI,CAAC,qBAAqB,CAC7B,OAAO,EACP,KAAK,EACL,KAAK,EACL,CAAC,CAAC,QAAQ,EACV,MAAM,EACN,OAAO,EACP,MAAM,EACN,eAAe,EACf,iBAAiB,EACjB,QAAQ,EACR,SAAS,EACT,QAAQ,EACR,IAAI,EACJ,CAAC,OAAwB,EAAE,IAAwC,EAAE,EAAE;QACnE,MAAM,YAAY,GAAG,IAAqB,CAAC,CAAC,oDAAoD;QAChG,MAAM,KAAK,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;QACpC,MAAM,MAAM,GAAG,KAAK,CAAC;QAErB,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,CAAC,QAAQ,CAAC,CAAC;QAClD,OAAO,CAAC,MAAM,GAAG,MAAM,aAAN,MAAM,cAAN,MAAM,GAAI,CAAC,CAAC,CAAC;QAE9B,MAAM,iBAAiB,GAAG,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;QAEzG,IAAI,CAAC,cAAc,CAAC,kBAAkB,CAAC,YAAY,EAAE,iBAAiB,CAAC,kBAAmB,EAAE,KAAK,EAAE,MAAM,EAAE,iBAAiB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEzJ,IAAI,CAAC,QAAQ,EAAE;YACX,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;SACvD;QAED,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;QAEvB,OAAO,CAAC,kBAAkB,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;QACpD,OAAO,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;QAEnC,IAAI,MAAM,EAAE;YACR,MAAM,EAAE,CAAC;SACZ;IACL,CAAC,EACD,CAAC,CAAC,aAAa,CAClB,CAAC;AACN,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,wBAAwB,GAAG,UAAU,OAAwB,EAAE,UAAmB,EAAE,QAAiB;IACxH,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,6BAA6B,CAAC;IACvH,OAAO,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;IAC3D,OAAO,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;IAC3D,IAAI,QAAQ,EAAE;QACV,OAAO,CAAC,YAAY,GAAG,QAAQ,CAAC;KACnC;AACL,CAAC,CAAC","sourcesContent":["import { InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { DepthTextureCreationOptions } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\n\r\ndeclare type Scene = import(\"../../../scene\").Scene;\r\n\r\nWebGPUEngine.prototype._createDepthStencilCubeTexture = function (size: number, options: DepthTextureCreationOptions): InternalTexture {\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n\r\n internalTexture.isCube = true;\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n ...options,\r\n };\r\n\r\n // TODO WEBGPU allow to choose the format?\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype.createCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n return this.createCubeTextureBase(\r\n rootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n fallback,\r\n null,\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n const imageBitmaps = imgs as ImageBitmap[]; // we will always get an ImageBitmap array in WebGPU\r\n const width = imageBitmaps[0].width;\r\n const height = width;\r\n\r\n this._setCubeMapTextureParams(texture, !noMipmap);\r\n texture.format = format ?? -1;\r\n\r\n const gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);\r\n\r\n this._textureHelper.updateCubeTextures(imageBitmaps, gpuTextureWrapper.underlyingResource!, width, height, gpuTextureWrapper.format, false, false, 0, 0);\r\n\r\n if (!noMipmap) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n !!useSRGBBuffer\r\n );\r\n};\r\n\r\nWebGPUEngine.prototype._setCubeMapTextureParams = function (texture: InternalTexture, loadMipmap: boolean, maxLevel?: number) {\r\n texture.samplingMode = loadMipmap ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (maxLevel) {\r\n texture._maxLodLevel = maxLevel;\r\n }\r\n};\r\n"]}
@@ -60,14 +60,7 @@ WebGPUEngine.prototype.createRenderTargetTexture = function (size, options) {
60
60
  WebGPUEngine.prototype._createDepthStencilTexture = function (size, options) {
61
61
  const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);
62
62
  internalTexture.label = options.label;
63
- const internalOptions = {
64
- bilinearFiltering: false,
65
- comparisonFunction: 0,
66
- generateStencil: false,
67
- samples: 1,
68
- depthTextureFormat: options.generateStencil ? 13 : 14,
69
- ...options,
70
- };
63
+ const internalOptions = Object.assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false, samples: 1, depthTextureFormat: options.generateStencil ? 13 : 14 }, options);
71
64
  internalTexture.format = internalOptions.depthTextureFormat;
72
65
  this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);
73
66
  this._textureHelper.createGPUTextureForInternalTexture(internalTexture);
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\n\r\nWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n fullOptions.noColorAttachment = !!options.noColorAttachment;\r\n fullOptions.samples = options.samples;\r\n fullOptions.label = options.label;\r\n } else {\r\n fullOptions.generateMipMaps = <boolean>options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.creationFlags = 0;\r\n fullOptions.noColorAttachment = false;\r\n }\r\n\r\n const texture = fullOptions.noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n\r\n rtWrapper._samples = fullOptions.samples ?? 1;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n this._caps.textureFloatLinearFiltering &&\r\n (fullOptions.samplingMode === undefined ||\r\n fullOptions.samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST),\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples,\r\n fullOptions.generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n fullOptions.label ? fullOptions.label + \"-DepthStencil\" : undefined\r\n );\r\n }\r\n\r\n if (texture) {\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions): InternalTexture {\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n\r\n internalTexture.label = options.label;\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n generateStencil: boolean,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n): void {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
1
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\n\r\nWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n fullOptions.noColorAttachment = !!options.noColorAttachment;\r\n fullOptions.samples = options.samples;\r\n fullOptions.label = options.label;\r\n } else {\r\n fullOptions.generateMipMaps = <boolean>options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.creationFlags = 0;\r\n fullOptions.noColorAttachment = false;\r\n }\r\n\r\n const texture = fullOptions.noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n\r\n rtWrapper._samples = fullOptions.samples ?? 1;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n this._caps.textureFloatLinearFiltering &&\r\n (fullOptions.samplingMode === undefined ||\r\n fullOptions.samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST),\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples,\r\n fullOptions.generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n fullOptions.label ? fullOptions.label + \"-DepthStencil\" : undefined\r\n );\r\n }\r\n\r\n if (texture) {\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions): InternalTexture {\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n\r\n internalTexture.label = options.label;\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n generateStencil: boolean,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n): void {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
@@ -3,16 +3,7 @@ import { InternalTexture, InternalTextureSource } from "../../../Materials/Textu
3
3
  import { WebGPUEngine } from "../../webgpuEngine.js";
4
4
  WebGPUEngine.prototype.createRenderTargetCubeTexture = function (size, options) {
5
5
  const rtWrapper = this._createHardwareRenderTargetWrapper(false, true, size);
6
- const fullOptions = {
7
- generateMipMaps: true,
8
- generateDepthBuffer: true,
9
- generateStencilBuffer: false,
10
- type: 0,
11
- samplingMode: 3,
12
- format: 5,
13
- samples: 1,
14
- ...options,
15
- };
6
+ const fullOptions = Object.assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: 0, samplingMode: 3, format: 5, samples: 1 }, options);
16
7
  fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
17
8
  rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;
18
9
  rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer;
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\n\r\nWebGPUEngine.prototype.createRenderTargetCubeTexture = function (size: number, options?: RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, true, size);\r\n\r\n const fullOptions = {\r\n generateMipMaps: true,\r\n generateDepthBuffer: true,\r\n generateStencilBuffer: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samples: 1,\r\n ...options,\r\n };\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;\r\n\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer;\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.RenderTarget);\r\n\r\n texture.width = size;\r\n texture.height = size;\r\n texture.depth = 0;\r\n texture.isReady = true;\r\n texture.isCube = true;\r\n texture.samples = fullOptions.samples;\r\n texture.generateMipMaps = fullOptions.generateMipMaps;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture.format = fullOptions.format;\r\n\r\n this._internalTexturesCache.push(texture);\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n fullOptions.samplingMode === undefined ||\r\n fullOptions.samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST,\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples\r\n );\r\n }\r\n\r\n if (options && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (options && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\n\r\nWebGPUEngine.prototype.createRenderTargetCubeTexture = function (size: number, options?: RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, true, size);\r\n\r\n const fullOptions = {\r\n generateMipMaps: true,\r\n generateDepthBuffer: true,\r\n generateStencilBuffer: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samples: 1,\r\n ...options,\r\n };\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;\r\n\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer;\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.RenderTarget);\r\n\r\n texture.width = size;\r\n texture.height = size;\r\n texture.depth = 0;\r\n texture.isReady = true;\r\n texture.isCube = true;\r\n texture.samples = fullOptions.samples;\r\n texture.generateMipMaps = fullOptions.generateMipMaps;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture.format = fullOptions.format;\r\n\r\n this._internalTexturesCache.push(texture);\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n fullOptions.samplingMode === undefined ||\r\n fullOptions.samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST,\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples\r\n );\r\n }\r\n\r\n if (options && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (options && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n"]}